Dahniska
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Everything posted by Dahniska
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I've gotten the Mark 2 in Origins a few times, and was using it late in the 60's to kill my last few zombies each round. It was taking clips of ammo and did do the job eventually. Boomhilda stops being a 1-hit around 50 and by the time you reach the 60's it seems much weaker, but that may just be me. Mark 2 > Boomhilda.
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Note: This is just a small part of a much bigger and better Origins Solo Guide: http://www.callofdutyzombies.com/forum/index.php/topic/159122-the-complete-origins-solo-guide/ Basically what the topic name says. A lot of people have posted their ideas on this forum on how to start Origins solo games. Some say that you should go slowly, or that you should stay in the spawn area or generator 2/3 till round 10, or that you should only go for the Ice Staff, etc. There truly are a lot of options in Origins. I've played Origins almost non-stop for the past two weeks, and a lot since launch, and I've come up with my own way of starting up a game. Unlike other people, though, I took the time to record all of it - the way I start up a game is by going for all Ultimate Staffs and Air Strikes within an hour, by round 11/12. The strengths of this strategy over a lot of others are that you can use the robots (all 3) as regular traps for high rounds (when ammo starts becoming a problem), and that you don't get fire sales. For many people who want a round 50, this is too much work, and that's fine. This is truly a strategy focused on dedicated zombie warriors, the people who want to go for round 100 or world records, or people who want to do the easter egg. I uploaded this yesterday and began putting a few subtitles in to explain why I do each little thing I do. I'm not done with them yet, so be patient on that. Also I made a few errors in this video (the biggest at 16:00) and could have done everything a bit faster if I'd had a bit more luck. wzslynGmysQ I'd also like to add a few notes: I focus on getting the Ice Staff pieces by the end of round 3/4. This allows me to finish the Ice Staff early. I also hit the box 4 times (after that there is a chance of fire sales) in hopes of getting a Mark II or the monkeys. If you've got time on your hands, go ahead and watch this is or just skim over it. This strategy I've found to be very good for starting games, as I've used it to get to 60+ at least 6 times and went as far as 86. Edit: I've included below a written-out guide on what I do in this video, since it would take less time to read through it than watch it. Most of this is in the video though, so if in doubt as to what I mean, watch it. Round 1: Pick up shovel and Maxis Drone piece in starting room, and hit the electrical switch twice. Turn on generator, knife 10 generator zombies, finish the process. Grab double points and shoot each zombie 6 times in the chest and finish with a knife. Hit a window 4 hits as well. This is to be done as fast as possible, then leave the room heading for generator 2. Round 2: Don't dig unless it's snowing. The goal now is to maximize points so that you can open the church if necessary by the end of round 3. Head right for generator 2 quickly; if Thor (robot) comes through and his foot can be opened above the tank station, you just saved yourself time on getting Wind Staff pieces. If you dig up a Mauser or get a Max Ammo, shoot 8 times in the chest and knife each zombie. Otherwise, knife twice. Pick up Ice recording in Tank Station, tablet for airstrikes and hit the electrical switch 3 times. Flip on generator 2, and if you dug up a weapon (Ballista, R870, DSR 50 or M1216), kill as many generator zombies as you can for 10 points each. Round 3: Every single game I've played, it snows on Round 3 or Round 4(sometimes both). If it doesn't snow this round, it's better, since you have more time to earn points. If it's snowing, however, it's time to start digging everywhere on the map. Slowly retreat into the workshop from Generator 2, killing the zombies one at a time. If you have Mauser ammo, shoot 8 times and finish with a knife. You MUST get at least one or two headshots from your 8 bullets though if you want to be able to kill them like this. Otherwise, go for headshots with your dug-up weapon. Make sure 1 zombie is left untouched so you can move around the map with it respawning. Search the trenches between workshop and Generator 1 for the Ice Staff piece that spawns in that area; if you don't find it, you'll have to get it last. Search all of No Man's Land (in the video I show the route I use to check all the spots), and then open the front of the church. If you're lucky, the piece will spawn here instead of behind the church and that will save you 1250 points. If you run low on points, keep digging for blood money, power generator 4 and if necessary go back to spawn and repair windows. If you see a chance to get inside any robots without spending more points, take it. Once you've found the pieces in No Man's Land and the church areas, if you haven't found the one near spawn in the trenches between generator 1 and 2, go down the tank track from generator 4 and drop down near the Semtex. If you still haven't found it, go on to round 4 and hope for the best. Round 4: If you didn't get snow on Round 3, this round is a lot easier. Do the same stuff as on round 3, but instead you can probably afford a Five Seven from the wall. Two shots to the chest and a knife will kill zombies on this round when using the Five Seven. If possible, acquire all Zombie shield parts. Don't bother opening Gererator 3. Once you have all Ice Staff pieces, focus on getting Wind Staff pieces, and Juggernog. I don't recommend going for knife kills after Round 3 unless it's Insta-Kill or if you're using the Five Seven. Shoot down the plane with the Fire Staff piece if you see it. Rounds 5 and 6: I recommend watching the video for these rounds to get the best picture of how to do this quickly. Get headshot kills and save a zombie. Your priority is to save points for the following: 1500-2000 for the Tank, 2250 for opening the Excavation Site, 1000 for opening Generator 5 and if you haven't opened the back of the church, another 1250. Once you have the gramophone, go to the church, put the tablet into the holy water, and flip the electrical switch by the water once. Flip the switch behind the tank twice, and flip the switch by the excavation site 3 times. Turn on generator 6 to get the fire staff piece and check for the Fire recording around the church. Go ahead and grab the Ice crystal from the Crazy place, and build it. A tip to save time is to flip the switches above the staffs right before you build the staff. In my video I show the fastest way to do it. Build the staffs in this order: Ice, Wind, Lightning and Fire. Go back to the Crazy Place and do the Ice puzzle. As with all other staffs, pick up the gramophone right after you complete the staff's puzzle - you can put the staff down in the Crazy Place when you go to pick up the next staff's crystal. Ride the tank and pick up the Lightning staff pieces (tip: call the tank from Tank Station to get the 3rd piece - this saves you 500 points). Open Generator 5, power it up, and flip the switch there 3 times. At the end of this round, you should have done all the puzzles for each staff, visited the Fire entrance to the Crazy Place (so you can pick up the crystal for it later from any entrance), have the Ice and Wind staffs in the Crazy Place ready to upgrade, and have the Lightning Staff in your hand and the Zombie Shield on your back. Round 7: Now that all the staffs other than Fire are done, go to the church and start killing zombies with the Zombie Shield to get Air Strikes. Monkeys are nice, and if you get them from the box with your 4 hits, take them. But do this anyway just in case you don't get them. Your shield should break before the round's over, so grab another if you want to keep doing this, or kill the last zombies and save 1. Go to the Wind Tunnel and put the gramophone down, and kill the last zombie. Round 8: It's King Queer time! The Panzer should spawn shortly after the round begins. You're camping at the bottom of the Wind Tunnel with the portal to your back. He thinks he's got you, but no. That's not gonna be the case today, because you can easily spray him with the Lightning Staff. Once you see that he's dead, go through the portal and put your Lightning Staff down in its pedestal. Then grab the Fire crystal, go through the portal, grab the last Fire staff piece from the dead body of the Panzer, and head for the excavation site. Quickly get to the bottom of the site, build the Fire Staff and try to worm your way out of killing any zombies as you head back to the Crazy Place. If things look tight, spray the Fire staff, but try not to kill any Zombies until you get back the Crazy Place and are ready to do the Fire Staff's riddle. Round 9: Keep killing zombies. At the end of this round, if you didn't pick up a Nuke or kill many zombies on Round 8 away from the Fire Puzzle, you should be able to complete the Fire riddle and exit via the Ice Portal to head to church. Here, you can do the Ternary puzzle and then go and hit the switches for your last staff. Then, go back to the Crazy Place and put down the Fire Staff. The Ultimate Wind Staff should be available by now, so pick it up and finish getting the kills to upgrade all the other staffs. Round 10-12: Finish getting the kills for all staffs, then head to the church and use the Ultimate Staff's Melee to get more kills for your tablet. Wind is the safest for this step as you can use it to save your life if things look tight. Grab the tablet and follow the route I show in the video to take it to the Tank Station. Stick the tablet down, get more Melee kills, and you should have the Air Strikes and all Ultimate staffs complete.
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I did a test about 15 minutes ago on the generator zombies. I used a monkey bomb to get them underneath Odin's foot while they were attacking generator 5. He killed them and they dropped the max ammo. So alongside being able to nuke them for the max ammo at any round (or insta-kill), you can also have them killed by the robots or by the tank (presumably). Either wait for a robot to come past (luck and timing based), or you could possibly go to the tank and ride it past generator 4, throwing a monkey in front as you approach. Both of these would require perfect timing and some luck, but they are other options to get your Max Ammo at really high rounds when you have nothing to kill the generator zombies with.
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Beacon doesn't really kill after round 60. Wish it did. Ah, good to know. I've quit on 40 so far. It seems the game likes to poop on my long games until late in the evening, when it seems i can go on forever, but i go to bed instead. Good luck man. I'd just pause it overnight and come back the next day. You'll hit that 50 soon enough. I'm trying to break 70. Haven't gotten it yet, but I'm trying a lot and hard. It'll come with time.
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As other people have pointed out, Ice is the best staff for actually killing your zombies. It's always a 1-hit kill (as far as we know) on a single charge and the charge lasts quite a while (allowing for some additional kills). And it has a total of 99 shots (33 charges). I did a test the first time I got to 60 and recorded it, killing hordes in the Crazy place with each staff. Me and another friend of mine have been to 60 twice in 2 player. He used the fire a lot and I would help merge our trains. The wind staff always kills, and it kills faster than the Ice does. Problem is, while the tornado from a charge lasts a few seconds, it's harder to spawn trap zombies with it because of how slowly they get sucked it. So it's less effective. Fire is strong (effective kills up till about round 60). It does have limited kill power though, and from watching it do the train killing over and over, it seems to do damage over time (as far as the fire pits from a charge go). The longer a zombie is in the fire pit, the more damage it takes until it dies. This becomes more and more obvious the further you go, and this is why in the 60's your zombies will walk slowly while being burned from the pit. Shooting the double charge (3 fire pits instead of 2) just allows for more damage since there's 3 fire pits, but still same damage with each of them. Lightning is just bad. Slow killing, and on top of that, even with a double charge it does so little damage to zombies that the charged ball of electricity will wear off before it can kill a zombie in the late 50's. How does this tie into your conversation? If you want someone to test Fire and Lightning, after a certain round you'll run out of ammo after taking out a few trains. It'll be hard to measure the effectiveness of these two.
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I think people overrate it a bit and underrate the original. But, that being said, I'll take a Mark 2 any day over the regular because a) it never hurts to have it and it's so rare that I value it merely for that.
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Beacon doesn't really kill after round 60. Wish it did.
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Jimmy Z Tweets - Explaining Rank
Dahniska replied to yourmapper's topic in General Zombies Discussion
I like it. Like you said, it was a good idea. It just needs some tweaks. There aren't enough emblems; there need to be ones higher than shotguns. And private matches with default rules should count for leaderboards. I love the stats tracking leaderboards, I feel like BO1 needed something like that and was happy that BO2 has it. -
Try building the Maxis Drone in Wind and use that. You'll fly through rounds. When it needs to recharge, give it a minute, train up the zombies and spray them with ammo before you teleport so that they despawn. I think I got my first 50 doing that, it's much faster than killing them yourself. Only problem is the Panzer. You'll need a Mark II or Boomhilda for when he appears. Claymores in the tunnel help too. I can guarantee that running in the middle of the Crazy Place with Maxis is probably the fastest non-staff strategy in Origins to get to 50.
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I've gotten Max Ammos from charged Ultimate Wind Staff shots like this, and in the earlier rounds from single shots of upgraded Ice (when it's still a one hit kill). Also tested this multiple times last night, but you can kill all but one of the generator zombies with charged Ice shot and still get the Max from killing the last with something else. Side question but does it seem to anyone else that single Ice shots have been nerfed? On MatoMaster's round 100 video he was able to kill the last zombie of 99 with an Ice shot and punch. Now, I can't do that.
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Has anyone else noticed that the Agarthian Generator Patrol zombies sometimes fail to drop Max Ammos when killed by the Ice Staff? I've noticed this in the past several games I've played. They drop Max Ammos 100% of the time when killed by upgraded fist, Boomhilda, Air Strikes and more. But when I kill them all with the Ice Staff, I've only gotten Max Ammo about 3 or 4 times out of all the games (round 50+). I haven't seen anyone else post anything like this, so I wanted to see if anyone else had noticed. This is a potentially serious problem for high rounds players, since the Ice Staff is the best staff and you need all the ammo you can get.
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Air strikes have the same issue. Died on round 69 today from zombies just ignoring the air strikes... threw one near Jug after I went down so I could buy it. Bought it, turned around, half my horde had me trapped in the corner while the other half sat by the air strike. Game over. It's pretty stupid because it's almost exactly like MotD's Acidgat, sometimes they are attracted to the acid, sometimes not. This is just like it, and it's very upsetting to die like that. Would be nice if this was fixed.
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If you're not running with the walls up (pre/post-easter egg), you're better off not being there at all. It's a death trap. Basically from my experience, it comes down to this: staffs or no staffs? If no staffs, less rounds but less setup. If you want the Crazy Place AND staffs, then do the whole easter egg. It's tedious but you get the whole spot with all staffs when it's complete.
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I don't play much with randoms but when I have, I've made multiple staffs and upgraded them for the other players. I think calling staffs is kind of stupid... all my friends tend to want Ice because it is the best. At the end of the day any staff + Boomhilda/other strong gun will serve you fine for 40 rounds and more. As long as the shield is in Wind tunnel and each person does their trains without messing others up, everything works out. But if you really want a staff just grab its crystal.
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Interesting post. I won't comment too much other than that, but your post did make me ask: "why do the 'Max Ammo!' and other drop callouts sound the same in MotD as in other maps (besides when Richtofen is in control)?" If Samantha truly is the devil disguising himself as a girl, that could well explain why those drop callouts sound the same. Funnily enough though, Origins drop callouts have their own unique sound. I wonder why that is?
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The Partially Cyclical Omnipotent Samantha Theory
Dahniska replied to MysteryMachineX's topic in Origins
Heard the quote again today and this is exactly what Sam said: "You cannot prevent what is coming, Edward. The loop must be closed!" -
The Partially Cyclical Omnipotent Samantha Theory
Dahniska replied to MysteryMachineX's topic in Origins
I heard a line in zombie blood that Sam said to Richtofen today. While I don't remember the exact words used, I remember that the gist of it was something like "you know we must break this loop". Sounded a lot like Origins is indeed in a cycle, a time loop. While I'm not 100% convinced that Samantha is a new God (she can't break the cycle by herself), I do think Origins heavily implies that there is indeed a time loop, a cycle similar to MotD going on. Also gotta remember how in MotD, if you do nothing, you get Samantha's Lullaby. Coincidence? I think not. -
From my experience, I don't think it's possible to get perk slots for all 9 perks. I've been in my game (on round 58 atm) and spent a long time searching for a 5th perk bottle dig-up but could find none anywhere on the map. I think the game sets your perk cap at 8, unless you get the double tap reward.
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You're welcome man, hopefully this helps you. Took me a while to get this down but it works all the time for me now. :)
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I take back what I said. There is one case where air strikes are actually good. To avoid fire sale which means more chances for max ammo for those pursuing high rounds. I've restarted several times when I don't get monkeys from box. And finally I went for air strikes. Anyways that's just an idea. I've gotten to the point where I never use the box on Solo. Like you said, I don't want the fire sales. And on that topic, I may make a guide with more details on this eventually, but it IS possible to have Air Strikes and ALL ultimate staffs as early as Round 11 (which is how I play Solo on this map). To be honest, I find Air Strike bombs much more reliable than monkeys for attracting zombies. They are attracted 100% of the time (unlike Monkeys) and very quickly, and the zombies will stay next to the bomb's location for an extra second or two after the strike, allowing even more time for you to get away or do what you must. TL;DR: in Solo, don't go for Monkeys, use Air Strikes.
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I've got the robots figured out almost entirely. Here's what I've found out, in a nutshell. Once a robot leaves the map, approximately 40-45 seconds later, another will appear. The easy way to see which one is to wait by Stamin-up. The pattern of which robot will appear follows a very simple protocol: the robot that just disappeared cannot come again. There is a 45% chance for each of the other 2 to show up, basically (though there is a slight, probably around 10% chance, that all 3 will come). Using this knowledge, it becomes both easier to fill the chests (wait till the one who walks through that area comes by and leaves) and to enter the feet of the robot. Another thing to note: it is entirely possible for you to get into a robot 100% of the time (unless all 3 come, sometimes they will not have an open foot in that case) - just wait and see which foot is open. For Thor (by generator 2), wait in the trench near where the shield piece can spawn; for Odin, wait by Jug, it's the easiest; and for Freya, wait right past the chest in front of the church. You'll have enough time to dash for the other foot if that foot isn't the correct one.
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In addition to NGT's way, I was able to pass this step entering Odin's right foot (one further from the place you throw the bombs). So this might help you to save time. Either foot works.
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I'm having the same issue. It's happened to me twice already. The staffs don't disappear when they're all put down (though you can pick up the invisible staves from their pedestals in the excavation site), so you can't activate the button for Rain Fire. Edit: I'm in a Solo game doing this. I went and PaP'd an STG while the staffs were glitched and when I went back to the excavation site, they were back to normal, about 3 minutes after I saw them glitched.
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Why didn't you like the fists in tranzit? I really despise the fists in this map. At least in solo. No point really in getting them. I don't bother with them either in Solo - unless I'm doing the easter egg.
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Cool, thanks. So have done it and gotten the fists pretty early? I usually don't focus on them till after I get at least 1 staff. But, I've gotten them by round 7/8 consistently. Tbh if you're setting up a solo game, I'd go for at least 1 staff first, then go ahead and do the bombs. That way if you start getting trapped or overrun (this is me 100% of the time), you can just use the staff. Also, using the shield can be done to get them more early than using the staffs (I've done it too) but you pass up on the chance to earn a lot of $.
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