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Superhands' Shi No Numa 50+ solo strategy guide


Superhands

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Hey guys, Superhands here with another solo strategy guide for you all, this time for the Black Ops version of Shi No Numa.

Easily a 50+ or even round 100+ strategy here, as I mention in the guide getting to round 30 can be the hardest part, from then onwards you'll start using the traps and things just get nice and easy and you can go real far. I've had a couple of half-hearted high round attempts on the Black Ops version of this map, going way over round 50 on both occasions before eventually giving up the game. Gonna attempt a RTR 100 myself at some point.

Enjoy!

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Starting area

Round 1 – knife only.

Round 2 – 8 shots to the chest with the pistol, then knife. Knife 2 times when you run out of ammo. Rebuild all the windows at the end of the round.

Round 3 – Keep knifing the zombies at the windows, holding them off for as long as possible. When they start to pile in, open the gate (NOT clear the debris to go down the stairs). Proceed down to the Thompson, buy it and wait for the zombies.

When safe, it’s much more beneficial points-wise to shoot a little with the Thompson before knifing for the kill, as you’ll get the hit markers from the shots plus 130 points for the knife kill. At round 3, shoot 2 shots into the chest before knifing.

Round 4 – Camp in the doorway leading to the entrance to the Comm Room (near the Thompson). Use the same shoot-knife strategy, at this round shooting 3 shots into the chest before knifing. Leave a slow walker at the end of the round as you should now have enough points to open some doors and hopefully find and get Juggernog, provided you didn’t collect any Nukes. If you have less than 4250 points, wait until the next round.

Firstly, open the door to the Comm Room area and the hut in the Comm Room. With a little luck, Juggernog will appear. If it doesn’t, start opening the huts in other areas with your remaining points until you find it. Don’t bother buying any other perk, your priority is to find the location of Juggernog and buy it as soon as possible.

Before Round 10

At these early rounds, it’s best to do a full, counter-clockwise loop around the whole Comm Room area. It’s real simple at this stage due to the slow spawning of the zombies. Just use the wooden walkways to loop round, and hop through the water parts so you don’t get slowed down too much. Wait until you have a full group of zombies before you start spraying into them with the Thompson.

At the end of each round, leave a crawler so you can go and open more doors to find Juggernog if need be. Buy it once you’ve found it and be on the look out for Quick Revive next, buying it after Juggernog when you find it.

After you’ve gotten these 2 perks, hold off on the perk buying for now and focus on getting some nice guns from the box. You’re aiming to get the Wunderwaffe and the Ray Gun from the box. Monkeys are also helpful if you go down, but not essential and should be left until later if you get the other 2 weapon first. After you’ve gotten the Ray Gun and Wunderwaffe, go ahead and buy Speed Cola and Double Tap.

So, to re-iterate, these are the things you should be buying in order from the start of the game:

Thompson

Juggernog

Quick Revive

Wunderwaffe & Ray Gun

Double Tap

Speed Cola

Monkeys

Rounds 10-30

You’ll now switch up the strategy here, opting to run a small clockwise circle just outside of the entrance to the Comm Room area. See the image for demonstration:

The grey line shows a small cutback you can make if your loop gets blocked off. If you have to do this, make sure to get back to running clockwise when it's safe to do so.

Running this circle is actually a bit safer than running a full loop of the Comm Room, mainly due to the tight squeeze you often face when coming out of the small hut and heading towards the front entrance during the full area loop. Running a small circle also enables you to gather the zombies a lot faster. I’ve found that a clockwise circle works a lot better than a counter-clockwise circle – the way the zombies spawn permits you to run a smaller circle going clockwise, you don’t have to jump in the water as much so you won’t be slowed down as much as you would running counter-clockwise. You also just seem to run into fewer clumps of zombies and it’s easier to make a cut-back if you do.

Once you’ve gathered in a full group, start shooting them. Once you have the Wunderwaffe, you can start using it to take out some groups to speed up the rounds. Make yourself an allowance of 4 Wunderwaffe shots per round to balance it across the rounds, using your other weapon to finish out the round once you’ve used your 4 shots. Using the Thompson to finish out the rounds is fine for now but you’ll preferably want a Ray Gun to finish the rounds between rounds 20-30.

I personally prefer to keep running my small circle while shooting the zombies, but once they’re gathered you can loop round the whole Comm Room area with your train, turning before stopping to shoot at them. Go with whichever you find easiest; just make sure to return to your small-circle running when the zombies start respawning.

Hellhound rounds

Not any real strategy here as these rounds are generally easy. Just use the whole Comm Room to keep on the move.

Round 30+

You’ll be switching up your strategy again, now to use the Flogger trap to get all of your kills. We start using the trap at round 30 not only because the rounds start to take a long time using your weapons, but because the zombies start spawning in really fast, and it’s easier to widen your loop when this happens.

This for me is where things take a turn. Between rounds 10-30, running the small circle mentioned earlier gets increasingly difficult. Now all of a sudden, using this strategy, the game becomes a lot easier and you can afford to relax.

You’ll no longer need the Ray Gun; trade it out for the Thompson, which you’ll be using to point-build for the traps from now on.

You’ll be looping about a quarter of the map to gather the zombies and wait for the trap to recharge before each use. You’ll be going from the Flogger, straight forwards into the hut, then out to the Comm Room, straight ahead through the small hut, past the Comm Room doors and to the edge of the walkway. By the time you’ve done this, all the zombies should have spawned in, you’ll wait for them to reach you before sprinting back past the Comm Room doors and through the way you came back to the Flogger. You’ll then turn it on, sit on the other side of the Flogger and wait for the zombies arrive, shooting them with the Thompson as they approach it to make some points. May sound confusing but it’s simple and easy, here’s a sequence of images to illustrate the loop step-by-step, with written instructions underneath each image explaining it:

Walk from the Flogger straight ahead into the huts.

Walk through the back huts and out through to the Comm Room area.

As you walk out into the Comm Room area, walk into the area shown by the circle, and stop to wait for the zombies to get close. This helps to gather them up a bit. Proceed to the small hut.

As you come out of the small hut, stop in the circled area shown to wait for them to reach you again. Then go off to the left, back onto the wooden walkways and to the Comm Room door.

Stop in the circled area just outside the Comm Room door, waiting again. Then move off to the left down the walkway.

Continue walking forwards to the circled area and stop again. Once they reach you, walk off to the right and across the water. Once you’re back on dry land, start sprinting across and past the Comm Room door all the way to the other end.

As you start sprinting, switch from the Wunderwaffe to the Thompson for better mobility.

Sprinting past the Comm Room door and all the way to the end. Carry on sprinting through the small hut and all the way to the Flogger, buying Thompson ammo from the wall as you pass if need be.

Turn on the Flogger as soon as you reach it and crouch underneath it, on the back side of it a little to let the zombies actually run through it as they try to get to you.

To make points for the trap, spray them with a few clips of Thompson ammo as they run towards you/the trap.

After the Flogger has killed the group, repeat!

The reason we sprint back to the Flogger from the Comm Room is to get it spinning well before they get there; you don’t want it to be spinning for long after its taken out the group, reason being that if you take out new spawners with it as you continue your next loop then they’ll start spawning in on you when they should almost all have spawned in by the time you’re walking through the Comm Room.

Have the Wunderwaffe in hand as you run, as this can be used to clear your path if you get blocked, which should rarely happen, but best to take precautions.

You’ll keep using this exact same strategy for the rest of the game and you’ll notice the difficulty won’t really increase, apart from the length of the rounds getting longer and longer. As mentioned, you should hardly need to use the Wunderwaffe so you can use this to get through the Hellhound rounds.

As I mentioned earlier, it’s rounding up the zombies like this before trapping them that is the easy part. It’s getting to this point that can be a little tough, but once you’ve made it to round 30 then you’ve set yourself up to go a lot further.

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Posted

Superhands, that's one hell of a guide mate! [brains] to you. I might look this up in future to make some high round runs. Those sketches come real handy like always.

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