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Nazi Zombies

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  • Registered Users, Registered Users 2 Posts: 399 ✭✭BornToRun88


    cypharius wrote: »
    I keep getting matched up with people who moan when I repair barricades, ****ers are obsessed with getting points and think that letting the zombies in easier somehow helps. They also go crazy when I kill the zombies at "Their window", when obviously they're going to be killed by using their knife(Another problem, they all insist on using only knives).

    TLDR, Have gotten further on solo, feel free to add me on XBL, gamertag is the same as user name.

    At the start, everyone is assigned to their window. Even if you have killed your zombies and are bored, stick to your window. It's a universal rule in Zombies.

    And people knifing the zombies..that's a tactic in the early part of the game which gets you a lot of points. Don't worry about the zombies in the first three levels, they're not so hard to kill. My tactic in the first two rounds is use the pistol to shoot the zombies five times and then knife them. The points come so easily that way:)


  • Registered Users, Registered Users 2 Posts: 399 ✭✭BornToRun88


    Soby wrote: »
    Top 3 to upgrade would be the Cannon,m16 and the HK LMG.

    Wunderwaffle as well but I suppose it has the same affect as when it's not upgraded.


  • Closed Accounts Posts: 14,127 ✭✭✭✭Leeg17


    It definitely gets better with practice and startegy. More so strategy than practice :)


  • Site Banned Posts: 26,456 ✭✭✭✭Nuri Sahin


    I hate Five x bajillion


  • Closed Accounts Posts: 14,127 ✭✭✭✭Leeg17


    We should get a proper Kino match some night, you have to have a mic to play :pac:

    I never knew past the theatre was that alleyway and then upstairs :o


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  • Site Banned Posts: 26,456 ✭✭✭✭Nuri Sahin


    Leeg17 wrote: »
    We should get a proper Kino match some night, you have to have a mic to play :pac:

    I never knew past the theatre was that alleyway and then upstairs :o

    For sure mate.

    General comment. Best not to open the curtain so early in future as that's when the crawlers come out.


  • Closed Accounts Posts: 504 ✭✭✭cypharius


    At the start, everyone is assigned to their window. Even if you have killed your zombies and are bored, stick to your window. It's a universal rule in Zombies.

    And people knifing the zombies..that's a tactic in the early part of the game which gets you a lot of points. Don't worry about the zombies in the first three levels, they're not so hard to kill. My tactic in the first two rounds is use the pistol to shoot the zombies five times and then knife them. The points come so easily that way:)


    I have since learned the error of my ways, however these people were dying and leaving me surrounded.


  • Closed Accounts Posts: 14,127 ✭✭✭✭Leeg17


    Noted. ;)


  • Registered Users, Registered Users 2 Posts: 35 Finian123


    MarkY91 wrote: »
    in the zombie map "five"..one of them sounds just like mayor quimby from the simpsons:pac:
    thought that myself :L


  • Registered Users, Registered Users 2 Posts: 35 Finian123


    i hate wen people that dont have mics play i think that if u want 2 play well u have 2 be speakin 2 ur teammates
    also i find music enjoyable wen playin zombies relieves the tension of 100s of zombies comin at ya


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  • Banned (with Prison Access) Posts: 6,195 ✭✭✭KamiKazi


    Lads how do you unlock the third map?


  • Registered Users, Registered Users 2 Posts: 501 ✭✭✭muff03


    KamiKazi wrote: »
    Lads how do you unlock the third map?

    get out of the seat at the title screen, use the computer and enter 'DOA'


  • Closed Accounts Posts: 15 Ullrich


    Zombie mode is the sole reason why I am consdidering to buy black ops... Is that reason good enough?


  • Registered Users, Registered Users 2 Posts: 3,456 ✭✭✭Jev/N


    Anyone looking for a player on the 360, add me: Jev N.

    Played a good bit in WaW too so know the ropes!


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭CORaven


    Jev/N wrote: »
    Anyone looking for a player on the 360, add me: Jev N.

    Played a good bit in WaW too so know the ropes!

    Did you get the WaW maps?


  • Registered Users, Registered Users 2 Posts: 3,456 ✭✭✭Jev/N


    CORaven wrote: »
    Did you get the WaW maps?

    Unfortunately, no. I really want them but didn't get the hardened edition and don't want to do the USB trick for fear of being banned (if that's a possibility?)


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭CORaven


    Jev/N wrote: »
    Unfortunately, no. I really want them but didn't get the hardened edition and don't want to do the USB trick for fear of being banned (if that's a possibility?)
    I honestly do not know. I have only heard of the USB thing once.

    I got the Hardened Ed, the maps look amazing. The problem is that I cannot get any decent people in the matchmaking to play with. They all just camp in the catwalk or rush for random.


  • Registered Users, Registered Users 2 Posts: 1,785 ✭✭✭James Forde


    anyone who wants a game of Zombies on Blops add me axlsnake

    sick of playing with donkeys


  • Registered Users, Registered Users 2 Posts: 10,673 ✭✭✭✭senordingdong


    Is there no other way to get the WaW maps?
    Are they to be released as DLC?


  • Posts: 6,049 ✭✭✭ [Deleted User]


    Tips common to both maps:

    In the early rounds, maximise your points by shooting 5-6 times then knifing. After round 3 this is pointless, but you should be making a move (and a lot more points) around then anyways. Don't waste your money on aything early on. Never buy the first 2-3 guns in either map. The first weapon(s) you should be paying for on Five is the MP5 at the top of the stairs when you go right out of the 1st elevator. On Kino, it depends on the route you take - go by the alleyway and it’s the AK74u on the wall in the alley. Go the upstairs route and it’s the MP40 at the bottom of the double staircase where the gun trap and Speed cola is.

    Also, early on, let the zombies in to the room. You get points for building up the boards and might even get a double points power up. If you have insta-kill, knife, knife, knife, knife all the way. If you see a nuke and have insta-kill, don't pick it up. You get 130 points for a knife kill and 400 for a nuke, so there's no point killing 30+ zed-heads for feck all points. On Five, if someone picks up the death machine, let them do all the work and the other door watcher (I'll explain later on) should conserve their ammo. If you see max ammo…TELL EVERYONE!!!!!

    Seriously you should shout max ammo everytime you see it so that everyone can reload BEFORE ITS PICKED UP. Anyone who has monkey bombs should throw all of them at this point, to give everyone a chance to reload. This way, you maximise your ammo. This isn't 100% necessary all the time, but is a good habit to get into. When you get into the high 20's and everyone goes down because someone ran out of thunder gun ammo because it wasn't reloaded last time there was a max ammo, you'll understand.

    Don't waste your money on perks until you have a decent gun or 2 either. No point having jugg in round 10 with a pistol and the AK74…..you're going down anyway. Also, never EVER buy double tap. Most times you lose because you run out of ammo, why the fcuk would you wanna buy something that makes you lose it twice as fast? The other 3 perks are essential after a certain point though.

    Learn how to keep a crawler!!!! At the end of every round, based on the strategies below, one of the window watchers needs to keep a crawler. This means you need to have one zombie left, preferably with no legs, so everybody can get perks, go to box, upgrade weapons etc. You do this by throwing a grenade through the window so that it bounces back to just beside one of the last zombies. This is practically all you use your grenades for, so keep them until near the end of the round. Sometimes you might create a crawler and then more zombies come to the window so you'll have to try kill the others without damaging the crawler, which can be difficult, but not impossible.

    Sometimes you can let this zombie into the room you're holding out in, but watch out for claymores. Mostly one person just stands there boarding the window up as he's pulling the boards down. Everyone goes and does what they need to do, then someone switches and the "keeper" goes and does whatever he needs. It can be time consuming, but it needs to be done. Get in the habit of keeping a crawler every round. Sometimes nobody will need to do anything, just keep one anyway, check with the other players and then you can kill the fcuker anyway. Make sure nobody picks up nukes near the end of the round cos this will kill him.

    If one person goes down, somebody announce they're throwing a monkey bomb, if anyone has them, then someone revive the downed person. You need to stick together or you're fcuked. At the same time, don't try to be a hero if 1 person goes down. If you can't get to them, leve them. They'll just have to tough it out.

    Five:

    Take a window each for first couple of rounds, and open first door as early as you can, then remove barrier from small lift, but don't go down yet. This is your fall back point. Hold out here as long as you can, always trying to keep a clear path to the lift. The doctor won't come until the power is turned on, so stay here til round 4, 5 or 6. Move when you have to though. One on each window, plus two watching the long corridor is easily done up to round 5. Try keep a crawler and have enough to get down to bottom floor and either go to the box, or buy the M16. M16 is located on wall when you come out of the big lift and keep going straight.

    Try to get good weapons, then all go back to middle floor. The freeze gun isn't worth a ****, by the way. Turn on the Defcon switches, then everybody go through the teleporter to the Pack a Punch (PaP) room.

    ****WARNING****
    IF 2 PEOPLE GO THROUGH AT THE SAME TIME, OR IMMEDIATELY ONE AFTER THE OTHER, YOU WILL BOTH GO DOWN. SHOUT OUT WHEN YOU'RE DOING IT SO THAT OTHERS KNOW NOT TO TRY GO THROUGH.

    It’s a pain in the hole to lose your perks because someone is too impatient to wait to get to the PaP.

    Now, the PaP room is your hold out room. You will stay here until you get overrun.

    If you all leave this room, the door will close and the only way to get back is by doing the defcon switches again. You will have to do this every once in a while so the PaP becomes available again, but only do this when you have a crawler or straight after the doctor/mad scientist.

    There are 2 windows and one door in this room, with jugg just outside the door, handily enough. One on each window plus 2 on the door is a piece of piss, provided you don't open the little barrier when go left immediately after the jugg when exiting the room. All zombies will funnel one of three ways 1) down the double stairs then through the doors, 2) through the middle of the floor and 3) from the windows on the right hand side. You have ample time to see and shoot them from all those angles. The window-watchers should have a much easier time of it, but you need to swap with a door-watcher every now and then so you can build up points and he can conserve ammo. better to have two people with low ammo than one with a sh1tload and the other with none.

    When zombies get in the windows or you get overrun at the door/in the corridor, TELL PEOPLE!! They'll help if they can. Otherwise they'll not be watching their back and will get swarmed. When you do eventually get swarmed, and you will eventually get swarmed, make a dash out the door if you can, or fall back to the teleporter in the back of the room. You'll get split up if you go through the teleporter but at that point its every president for himself!!!

    Try to tell people where you are and regroup in one of the lifts if you can. Even if there's only 2 of yiz, try to make a stand in the lift. Wait til they get too much, then press the button and go up/down a floor. Rinse and repeat until you all go down or thre's only a handful of zombies left so you can safely navigate the map.

    The Doctor/Mad Scientist

    As soon as you hear the alarm and warning that he is coming, everybody bolt it out of the PaP room, up the stairs and around the walkway to the point directly opposite the double stairs you just came up. Look down to the teleporter in the middle of the room, and eventually the Dr will come through. Only one of you will be able to actually see him which means he's after you, so tell the others. All the others will see is a big red haze of numbers. Run around doing laps of the walkway making sure you keep your "worst" of your 2 guns in your hand so that when he catches you, this is the gun he takes.

    The others should keep out of your way, and flick all of the Defcon switches except for one. When you're caught, follow the doctor to whatever teleporter he goes through, and tell everyone else to get back to the walkway, on the opposite side of the double stairs. He will be after someone else now, so you can shoot him as much as you want. Rinse and repeat, you'll get your guns back, and a max ammo and a fire sale. Flick the last Defcon switch, teleport to PaP room, and get ready for the next round.

    If you manage to kill him before he takes anyones gun, you'll get a mega fire sale which means you can PaP any gun for only 1000 points.

    I've made it to round 28 this way, and don't know any other strategy that works as consistently.

    I'll do one for Kino when I get a chance.


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  • Site Banned Posts: 26,456 ✭✭✭✭Nuri Sahin


    Anyone see the NGT Shotgun only challenge? :eek:

    They were close to hitting round 20 in the last vid.


  • Registered Users, Registered Users 2 Posts: 10,673 ✭✭✭✭senordingdong


    I meant any legitimate ways to get them...


  • Closed Accounts Posts: 14,127 ✭✭✭✭Leeg17


    The only legit ways of getting them? Buy Hardened edition, or hope they're released eventually as DLC.


  • Site Banned Posts: 26,456 ✭✭✭✭Nuri Sahin


    Top post Shifty.


  • Posts: 6,049 ✭✭✭ [Deleted User]


    Ta, I didn't realise there was so much typing involved when i started. Hope its understandable. I have a great strat for Kino, but I better do some work. First day back and all that.


  • Registered Users, Registered Users 2 Posts: 3,459 ✭✭✭T-b0n3


    Ta, I didn't realise there was so much typing involved when i started. Hope its understandable. I have a great strat for Kino, but I better do some work. First day back and all that.

    Yea great post. Luck forward to hear your Kino strat. Don't play Five at all really, much prefer Kino.


  • Registered Users, Registered Users 2 Posts: 10,673 ✭✭✭✭senordingdong


    I too need good zombie killing partners.

    Xbox
    SenorDingDong2K


  • Posts: 6,049 ✭✭✭ [Deleted User]


    Kino Der Toten strategy.

    As with Five, maximise your points early on. This is more important than in Five, because the dogs will come whether you have turned the power on or not, unlike the Doctor. If you don't have a SMG by round 4 -5 then you're pretty much screwed.

    Everyone take a window at the start, let the zombies in then shoot 5 times and knife for max points in the first 2 rounds. Rebuild windows, hope for a double points or insta-kill, then decide on a route to take. The best option, imo, is the downstairs route….i.e. out to the alleyway. It's only 750pts for the first door and 1000, I think, for the second. Don't buy a gun until you get out to the alley itself, and get the AK74u off the wall. This is a great gun up until about round 10, and is easy enough to pick off headshots with. Aim for the chest and the natural recoil will soon have you lopping headsoff like Danny Trejo in Machete (savage film, btw). If you go the upstairs route, don't buy anything 'til you get to the double staircase with the mounted gun and speed-cola. Theres an MP40 on the wall there, so make sure you've enough to get there and buy a gun.

    Stay here in the Alley until just after the first dogs round, and make note of the round number. Each subsequent dogs round will be every 5 rounds. It usually goes 4 -9 - 14 -19 etc. but can sometimes be 5 - 10 - 15 etc. For the dogs, everybody crouch in the corner between the chain-link fence which leads upstairs (the one you haven't opened yet) and the window that the zombies come through. This means the dogs can only come through the gap between the smaller fence and the wall. Kill them all, reload, and collect your max ammo.

    Next, open the chain-link fence and run up the metal staircase. UNDER NO CIRCUMSTANCES SHOULD YOU OPEN THE DOORWAY IN THIS NEXT ROOM!!!! This will be your camping ground for the majority of the game. It has 2 windows, one other entryway (the metal stairs you just came up, an electric fence, and a ranbom box spawning point. If you're lucky, the box will already be there, but if not you can nip down to the alley and buy ammo off the wall between rounds. It also has the 2nd piece of meteor for the hidden song easter egg, but the song is crap. As with the PaP room in Five, its easy to hold out if you have one on each window and two on the stairs. For the next 3 or 4 rounds, just rotate the players between windows and stairs so everybody has decent points and conserves ammo. The people on the windows should get used to generating crawlers, because for this strat you're gonna need them. A lot. Try to keep at least one every round, whether you need to go and upgrade or not.

    N.B.: IF YOU GO THE UPSTAIRS ROUTE AT THE START, DON'T OPEN THE DOOR ON THE STAGE BESIDE THE POWER SWITCH. THIS WILL OPEN THE DOOR INTO YOUR CAMPING ROOM AS WELL.

    Okay, The AK74 will seem become more and more like a pea-shooter so the round either just before or just after your second round of dogs, keep a crawler and go box-hunting. Go back down the stairs to the alley, back to the starting lobby and now go the upstairs route all the way around to the stage and turn on the power. If you find the box on your way, good, but you should open all the doors now if you can, except the one at the back of the stage!!!!! Don't forget to link up the teleporter as well, just in case. There's no point in upgrading anything now, btw, even if you do have the points. You should never upgrade a weapon that has full ammo unless its really far into the game. You certainly don't need to do it at this point and you'd be better off buying jugg and speed cola with your 5 grand.

    ***Pro Tip***
    99% of the time you will each get two goes of the box before a teddy bear appears. Take it in turns to have a go each, then go again in order, if you have to. You really only need one decent gun plus your AK74 as back up for the next couple of rounds. If you get two crap weapons like the ballistic knife and the law, just keep your SMG and take a window for the next round. Then keep a crawler again and go to the box.

    In order of preference, the best guns are, imo, HK21, RPK, Ray-gun, upgraded pistol that you start with, Aug, Galil, Commando, Famas. All the others are pretty crap. I haven't included the thunder gun/zeus cannon because in the 20 or so games that I've played…..I've never gotten it from the box. Ever. I spent 15k points one day trying to get it, to no avail. The next person on my team who went to the box after I ran out of money got it straight away. There's one American we play with regularly who is an absolute beast with it, so if someone gets it from the box they usually just leave it for him.

    Anyone with a spare 1k points should also buy claymores off the wall at the back of the stage (behind the teleporter, beside the window). Place these at the start of each round in strategic locations in your camping room. Try one just inside each window as a failsafe, for starters. Everyone should eventually be doing this at the start of each round, so your camping room looks like a claymore orgy.The only danger is that on the dog rounds, they'll set them all off, but you know when the dog rounds are coming up because of the round numbers. All you have to do is keep a crawler, pick up your claymores (you can have 2 max at a time) and place them against a wall, facing into the wall. Even if they're destroyed its not the end of the world, but its another good habit to get into.

    Now, rounds 11 through to about 21 will consist of one on each window, and two on the stairs, about halfway up. Rotate to conserve ammo. Try to keep a person with monkey bombs on one of the windows so that if a stairs-watcher goes down, he can launch a MB out the window and the others can revive whoever is downed. Communication is vital, too. Let people know if your window gets overrun. You can always fall back and switch on the electricity, but if they get in the window, they'll go straight for the other window-watcher. If both of them go down, its game over as the others don't stand a chance. When you get a fire-sale, don't risk everything for a cheap go of the box. By all means, go if you can….but the window takes priority.

    When watching the stairs, one person should lie prone and the other standing directly behind him. Right in line with him. The zombies will run up the stairs in single file and your bullets pass through them, doing damage to the others behind. Talk to the other stairs-watcher and let them know whats going on (….I'm reloading…..running low on ray-gun ammo….throwing a MB…etc). If you're inexperienced, don't panic…you can take a few whacks before you go down…just keep blasting away. Keep a crawler every round. Monkey bombs are great for this, as they generate about 3 or 4 crawlers every time. Somebody will nearly always have to go and do something. Get your perks in this order….Jugg then Speed-cola then Quick revive. Once again, forget about double-tap. Waste of ammo.

    Teleporter / Pack a Punch:

    To link the TP, one person stands in it and holds X (square on the PS3, I presume) then the other person stands on the circular pad in the starting lobby and holds X again. Look at the wires on the ground and there will be a kind of blue "electric current" running through them. Its now ready to use. Everyone should go up to the PaP room together if they can. Sometimes you won't have a choice if one player is guarding a crawler at a window or something. You've more of a chance of getting a pick-up if there's 4 of you (see next paragraph). You have enough time up here to upgrade at least 6 weapons in total, though you'll rarely have to do more than 4. If you're a) not upgrading, b) finished upgrading or c) waiting to upgrade then your aim here is to run to the window and lob your grenades at the seething mass of flesh-eaters gathered below. Throw all four frags, then buy more off the wall to your left (if the window was North and the PaP was South, the grenades would be West). Throw them, buy more and throw them as well.

    ****Pro Tip***
    After a while, you'll be teleported back to the circular pad in the starting lobby. Most times, you'll be teleported to a small room with some freaky sh1t going on in it first, but only for 4 or 5 seconds. Sometimes, there'll be a pick-up in these rooms so keep your eyes peeled for a max ammo or fire-sale. Everyone should be reloaded so just grab it. IF YOU ONLY HAVE A CRAWLER LEFT, MAKE SURE YOU DON'T PICK UP A NUKE IF YOU SEE ONE. This will end the round and there'll be a bit of a mad dash back to your camping room. Sometimes you can pick up a film reel canister which you put into the projector in the PaP room by holding X for another easter egg.

    After you get back to the lobby, wait around to re-link the TP before going back to the camping room and killing the last zombie(s).

    Continue going as you have so far, but eventually you will be overrun. Make a collective decision to open the last door in your camping room and then leg it. Its better to go before you're forced. If people are running low on ammo, then just go……don't hope for a max ammo, because you ain't gonna get one. You should have the teleporter linked, and plenty of money/points so replace any guns with no ammo with the M16 on the wall and upgrade that. It's fully-auto when upgraded and comes with 9 noob-tubes as well, great for firing out the window when you use the TP. No point carrying around an upgraded RPK if there's no ammo in it. Teleport now if you have to, but if its near the end of the round you can turn on the turret gun in the theatre and try to hold out til the start of the next round, then wait til it gets a bit too much and teleport.

    From now on, you should revert to the "circuit strategy"….i.e…..start in the lobby, run upstairs and turn on electricty, down to speed-cola room, into dressing room, out to stage, back to lobby and then repeat. Your first circuit after you abandon the camping room, EVERYBODY should stick together as it’s the most dangerous. After this, that Yank I mentioned earlier goes off on his own for a bit and kinda does his own thing. He runs straight across the stage, up to camping room, out to alley, back to lobby and then follows us, just half a lap later. This way, if one of us goes down, we just keep going and take the zombies with us, while he revives when the coast is clear (he's an animal with that thunder gun, I swear). If he goes down, by the time we get to him there aren't any zombies around and 3 of us can manage to get him on his feet and off he goes again.

    People might say "well why don't you do this from the start?"……..Good question. The answer is
    when you camp in that room, you don't get any of the 'Gollum' zombies. Those fcukers that explode and spew gas all over the place don't come near you as they only spawn in the theatre area.


    That’s it, I think. If I think of any other tips I'll let you know on this thread. sorry if this is too long, and if you don't understand anything ask away and I'll clarify if I can.

    Best of luck.




  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭CORaven


    Another great post and guide $hifty. That camping room sounds good. We usually open that door and go to the stage and have two cover the windows and two on the door to the stage, but that breaks down with the power on. We will try this and see how it goes.

    However, I would recommend not doing your circuit tactic as much as it is used.
    We run:
    1) from the lobby, up the stairs, down to the dressing room, to the stage
    2) and then to the entrance to the lobby, swing a left and go outside. Follow the path back to the stage.
    3) Reverse of #1
    4) #2
    5) Back to the lobby and repeat.

    We rarely knock the gates on, but this way we do not get zed turning around on us like you would on your circuit, they are all behind us, always. This means that if we out run them, there are several points in the map where you can just turn around for 5 to 10 seconds and knock a good few heads off at the bottlenecks. Gates can be implemented if required, but there are only two should be used, both of which you pass in #1 and #3.


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  • Registered Users, Registered Users 2 Posts: 10,673 ✭✭✭✭senordingdong


    I find that camping is a bad idea.

    I prefer to always have somewhere to fall back to, so I operate by running circles around the whole map, occasionally slowing as not to lap the zombies..


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