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Call Of Duty: Nazi Zombies Stratagy Guide. Guide to surviving waves of the undead.

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This is my personal strategy for Call of Duty World at War Nazi Zombies - Nacht Der Untoten.So, the room you start in. There are five windows around the room. They are poorly boarded up to protect you from the hoards of the undead that will be coming to get you. Zombies will start trying to break into the building by tearing those boards off. You must kill these zombies. You get 10 points for each board you repair on the windows, capping out each round. You can also turn to watch the room while you repair. There is a staircase you can purchase for 1000 points. DO NOT OPEN These stairs at any cost.The colt pistol you start with, flat out sucks. I don't even recommend using it.You are also equipped with a knife. This is deadly to zombies on the earlier rounds. Later rounds...not so much.You get points for hurting and killing zombies.10 for a nonfatal shot, grenade or stab60 for fatal shot, grenade100 for headshot130 for a fatal stabThere are also powerups that will appear when you kill a zombie that is inside the Nacht der Untoten building. They are:Nuke: Kills all zombies on the map.Max Ammo: Refills all guns ammo and grenades.Double Points: and point values are doubled.Instakill: Zombies die in one hit from anything, so try to knife as many as you can.Round 1: Zombies die in stab from knife. So no gunshot should be fired for any reason. Stab zombies at window and repair.Rounds 2 & 3: Zombies die in two hit on round two, and three on three. So killing all the zombies up to this point with a knife can, and should be done. If they get in, stab and back up, and repeat.    Don't buy either gun in the first room. Now, once you get at least 3,500 points, run to the door that says "help" on the side of the room where you start. Open it, for 1000 points.    This is the cellar. It contains three more windows (one of them being a wall, functioning the same as a window). The mystery box is also in this room. It cost 950 points and gives a random weapon every time. This is crucial to your success later in the game.   Run across the room to the stairs that say, "salvation lies above" and clear the stairs for 1000 points.   Now the entire Nacht der Untoten building is accessible. In this upstairs there are four more windows and, what I call, the safe room. There is also a Trench Gun for 1500, a BAR for 1800, a Sawn Off Shotgun or 1200, and grenades for 250. Either the BAR or Trench Gun will get you to at least round ten. It all depends o. Your preferred method of killing. I pwn all with the trench gun, but that's just me.   So the safe room, as I call it, is the room upstairs with the grenades. Every single zombies mist file through that door to get you. Making it very easy to line them up and kill them. There is one window in here you must keep an eye on, but this is the best your gonna get. DO NOT turn you back on the window for too long. I REPEAT. DO NOT turn your back to the window for too long. Stand by the grenades and blast away if things get bad. Headshots are key!   This is where you will hold out for the rest of the game. With one last thing.  At the end of every round, try to grenade a few zombies, to get crawlers. If you leave one or two, and can roam the building freely, as the round will not end until the last zombie is dead. This gives you time to repair windows, get ammo, and MOST important of all...Hit the mystery box. You can size up the different guns you get with your own for the best combination of power, until you hit one of these:The Ray Gun. Best gun you can get. One hit kill until about 17 or so.Deployable MG42. Beast machine gun. Decent reload. Mow them down, aiming for the head.Deployable Browning. Beast machine gun. Crap reload. Replace with the MG42 when available.Keep trying at the end of each round until you get the ray gun and mg42. Then hold out in front of the grenades and kill.Coming soon: Zombie Verruct, Der Riese, Kino Der Toten, and Five, Guides.P.S. I was thinking and thinking on what I could write about that I really know and like. Then it dawned on my... Nazi Zombies :P

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Zombie Verruckt Strategy Guide.Ok, so they added some cool new things in this map you need to know.First, electricity. There is power available in the building, but you have to turn it on. The power allows you to use the electro-barriers. They cost 1000 points, and kills every zombie that crosses it, however you receive NO points for the kills, so I recommend not using these unless you absolutely have to. There are also perks now. They look like pop machines, and can only be purchased after the power is turned on.Each has their own price, and grants you a special ability. They are:Juggernog - 2500 points. Allows you to take much more damage from zombies. Speed Cola - 3000 points. All guns reload faster.Double Tap - 2000 points. Guns have improved rate of fire. Be careful, as this will burn through you ammo faster. Use wisely.Quick Revive - 1500 points. You can revive a downed teammate faster. Useless in single player for this map.Keep in mind all perks you have purchased are taken away I you die, whether you are revived or not.The mystery box, which is located in the power room, will move to a new location after a few uses.Possible locations after move: Outside of power room.Across from stairs by Double Tap.In the Juggernog room.Next to double barrel shotgun.Now when you start, you will spawn in one of two rooms. One room contains four windows, a Juggernog machine and a staircase. The other contains three windows, a Quick Revive machine and a door costing 750 points. These rooms are connected by a door that opens only once the power is turned on.There strategy varies on this map, depending on which room you start in.If you start in the Quick Revive room read part A. If you start in the Juggernog room read part B. Note if you play four player co-op on this map, the players will be separated at the beginning, with two players in each room. The players will not be able to reunite until the power is turned on and the power door is opened, or all the doors around the complex are opened. If this is the case, please read part C.A:  The first three rounds, kill the zombies using only your pistol and knife, keeping in mind knife kills are worth more points. At the end of round three open the 750 point door. Go through the door, make a left and head to the staircase on the far side of the room, an clear the stairs for 1000 points. Up the stairs and to the left there is a BAR for 2500 points, which is too much in my opinion, and a Trench Gun for 1500 points. Buy the trench gun and open the door directly behind the stairs here for 1000 points. In this room you will find one window, a door for 1000 points. and a Speed Cola machine. Leave the door in this room closed for now. Hold out in this room with your trench gun, filing all the brainless through the door you just opened, minding the window. Buy more trench gun ammo if needed, and leave crawlers at the end of rounds to repair windows. Once you hit at lease 7000 points, leave a crawler, and head through the 1000 point door in the Speed Cola room. Go though this door, across the room to the left, and follow that hallway until you hit a 750 point door. This is the power room. Open the door and turn the power on with the switch on the wall. Now Goto the Speed Cola machine and buy one for 3000 points. Then go to the room where you started. You'll see that the power door is now open. Go through and to the left and buy a Juggernog for 2500 points. Go back to the power room and open the other door for 750 points. If you can't afford it, hold out in the power room and kill a few zombies until you can open it. Once that opens you'll notice a nice hallway for filtering the zombies to you at the end, again with only one window to keep an eye on. There is also a door for 750. Leave this closed for now. From here, get points and leave crawlers, hitting the mystery box looking for better guns, and ultimately the ray gun and MG42.  Once the zombies overwhelm you, open the 750 point door at the back end of the hall your holding down, and fall back. If you run to the right, through this door, you'll find you have an even longer hallway to filter them. There is a staircase that costs 1000 points. Leave this blocked. There is also a breakable wall at the end of the hall that zombies will break through, so keep an eye on this.There are also bouncing bettys in this hallway, for 1000 points. Buy them. They are like claymores. You can hold two at a time, and they replenish at the beginning or each round, and from max ammos. Place them halfway down the hallway, on both sides, and do this every round. So if you have to fall back a bit to reload, go behind them and it will kill anybody that comes close to you. Also in front of the breakable wall  behind you is a good idea. Call it insurance. Here is where you will hold out for quite a while. This spot should last for awhile, and when you can't hold it anymore, open the stairs for 1000 and give the zombies a run around the building, backpedaling and shooting them as you go. Run them  through the electo-barriers, and repeat.B: Beast rounds 1, 2, & 3 with your pistol and knife. Clear the debris for 1000 points and head upstairs. Make a left at the top of the stairs and go down to the door on your left for 750 points, and open it. Make a right and you'll find a STK-44 for 1200 points, or the Trench Gun for 1500. I recommend the Trench Gun, hands down. Hold out in the hallway, without opening the 750 door by the guns. Once you get 8000 points built up, leave a crawler and open the door for 750 points. This is the power room. Turn on the power an open the closed door for 750 points in this room.    Follow the path to the next room, go across the room to the door, and open it for 1000 points. Through this door is the speed cola machine. Buy one for 3000 points, then head back down to your starting room and buy a Juggernog for 2500 points. Now go back to the Speed Cola room, and hold out there. Continue to leave crawlers and hit the mystery box in the power room for 950 points, aiming for the ray gun or MG42.Once you get overrun in the speed cola room open the door for 1000 points and run to the stairs in front of you, and clear those. Run down the stairs, and to the far side of the room downstairs, to the door for 750 points. Leave this door closed and hold out here.This spot should last for awhile, and when you can't hold it anymore, open the door for 750 and give the zombies a run around the building, backpedaling and shooting them as you go. Run them  through the electo-barriers, and repeat.C: the Juggernog room players hold that room without opening the stairs while the quick revive room players get to the power room as fast as possible and turn the power on. This opens the power door and the players holding out are now free and can run across the map and reunite with their friends. All players ten hold out in the double tap machine hallway and continue the end of part A.Coming soon: Der Reise.

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Call of Duty: Nazi Zombies Strategy Guide: Shi No NumaThere's no step by step strategy for this map, seeing as the perk machines are random, as well as the movement of the mystery box.New stuff in this map. The four perk machines are stationary, but the perks are random each game. The DG-2 Wunderwaffle; shoots electricity and fries up to ten zombie at a time. 3 round clips. And last but not least, hell hounds. They are pretty weak, but much faster than zombies. They spawn from a random lightning strike and they will usual come in groups of two to three. The last dog killed drops a max ammo.So you start in the upstairs of a large hut with a gate for 1000 points, a staircase for 1000 points, four zombie entry windows, and two crap guns. Survive rounds one, two, and three with your pistol and knife. After round three, open the stairs for 1000, go down and make three rights to the trench gun, 1500, and good deal.Now downstairs here is the mystery box, more entry windows, and the doors to the four outside areas, which contain the four huts, with perks inside.The dogs will come randomly on round five, six, or seven, then about every five rounds after that. Remember the last dog will leave a max ammo, so use whatever you want to kill them. Your best bet with them is to put your back in a corner and be ready. Backpedalling is possible, but hard because of their speed.You can make you way to each of the huts to get perks as you gain points, just keep moving. The doors outside each cost 1000 points, and the doors to the huts each cost 1000.The mystery box will move from the main hut to the side huts, as you use it. The map with the green light in the main room will tell you where the box has moved to.The doctors quarters contains a zipline platform, which is activated for free, by a switch by the door to the hut. Once activated, it costs 1500 to use, and will zip you back to the main hut, and kill any undead in the way.The entrance to the Fishing Hut contains the flagger. The machine costs 750 points and will spin and kill zombies that run through it. Keep in mind crawlers can slip right under the spinning death trap.Once you get at least Juggernog and Speed Cola, you can go into the Comm Room area, and run this track, counter-clockwise, and backpedal the zombies every so often. Run to a corner in the comm room hut when the dogs come.Keep leaving crawlers and hitting the mystery box, aiming for the DG-2 Wunderwaffle, and other game winning guns.Best of luck, zombie slayers.Coming soon; My personal favorite map, and the last of the World at War maps, Der Riese.

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Der RieseSo they added some really awesome stuff for this huge map, enabling you to reach higher rounds than the other maps. First off, teleporters. They transport you to the main pad for a fee, and kill the zombies entering it when you activate it. The downside is you have to link all three teleporters to the main pad before they can be used. Linking all three teleporters also make the Pack-A-Punch machine available. This upgrades almost any weapon into a more powerful version, that holds more rounds, and looks way cooler. It costs a whopping 5000 for an upgrade, but the upgrade also gives you full ammo for that gun. The Wunderwaffle is back, along with the perks, power, ray gun, hell hounds, and my personal favorite... Monkey Bombs. Only available from the mystery box, they attract all the zombies around, and then explode, killing them all. Helpful for reviving downed teammates too.So, you start the game on the main telepad, in front of the Pack a punch machine. This is where the other three pads must be linked to, and will eventually take you. Now around this platform are four windows, two crap guns, and two doors for 750 points a piece. Dominate rounds one, two, and three with your pistol and knife. This is the first map you have a decent amount of space to run around in the first area.At the end of round three go to the 750 point door across from the Gewehr-43, to the right of the pack-a-punch machine. Through this door is an entry window, an M1 Carbine, and another door for 750 points. Purchase this door and enter. When you enter, up on your left is the Trench Gun for 1500 points. Buy this, as you'll need it for the dog coming soon, and it works quite well on zombies. Now directly across the room from the door you entered, and also on the left is a staircase for 1000 points. Don't open these stairs, but rather hold out in front of them a round or two, until after the dogs. Fall back through the stairs if you must. There is also a mystery box point it can move to later in this room. Now upon ascending the stairs, the first hallway on your left leads to another entry point and the Juggernog machine. Pass this hallway and ahead you'll see an arrow drawn on the floor. Run off the edge here, to the area below. Here is an excellent hold out point for a while. You'll see a big door in the back for 1250 points. Leave that closed, and turn on the power switch right by it. The first mystery box point is right in here too. Now hold out facing the "help" written on the wall. The zombies will come from the two open doorways in front of you, and drop off the ledges above you. Save your points to get a Juggernog for 2500 points, and a Speed Cola for 3000, Located out the entryway to the left of the "help". Remember to leave crawlers and repair windows between rounds.Once you get your perks, we need to get the teleporters active, to use the pack-a-punch machine. So keep mowing down zombies and saving points. For the first teleporter, you'll need 1250 points. Run throughout the entryway on the right, and back around to the trench gun, and to the left of this is a door for 1250 points. Open it and run up the stairs on the left. Activate the teleporter and you will here a voice announce that you have 25 seconds to link with "ze" mainframe. Run back to the teleporter pad you started on, in front of the pack-a-punch machine and link it.   For the second teleporter pad, go up the stairs you held out on, by the trench gun, and go across the bridge that's now available and through the doorway in front of you. You find an unopened door for 750 points. Open it and activate the pad in this room. Run back to the bridge you just crossed, but instead drop down to the "help" room below. Run out the entryway on the right, and back to the main pad. Two teleporters down, one to go.   The last teleporter is through the 1250 point door you held out in front of by the power switch. Go through this door and in the back of the room is the third pad. Activate it and link it with the main pad. Note: everytime you link a pad, a powerup will appear across from the pack-a-punch machine. You can also use any of the three teleporters now for 1500 points. They will bring you to the main pad where you started, and will also kill the undead that follow you into the teleporter.You can now upgrade weapons for 5000 points, making them more powerful and hold more ammo.Now you are going to hold out in the room with the third teleporter. As to enter this room, you'll see a staircase leading to a catwalk on your left. Go up there, minding the opening on the railing and in the window. You can and will fall off. Note the mystery box point at the back of this catwalk. Now all zombies and dogs can only come down the catwalk to get you. If they overwhelm you, jump off the catwalk into the teleporter room, run around, an back up the stairs, turn around and mow them down. Save points and start hitting the box, looking for the ray gun, the Wunderwaffle, and the monkey bombs. Once you get the ray gun or Wunderwaffle, upgrade it. As you get these weapons, you will hold out on this catwalk, killing zombies, until theres quite a few coming, then drop into the teleporter room, and run around the room counter-clockwise, dodging the zombies as best you can, as long as you can. When it gets nuts, drop a monkey bomb and run back up to the catwalk and kill the remaining zombies. Remember the wunderwaffle will kill up to ten zombies at a time. Now keep this pattern up. If you run out of monkey bombs, you can always bail off the catwalk, and run into the teleporter. It will kill many of the zombies that follow you in, then once you get to the main pad, make your way back to the catwalk, picking then off as you go.Note: Monkey bombs do not affect dogs what-so ever, so scrap that idea :PThe best I've done is round 54 solo, so good luck all.

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Kino Der TotenCall Of Duty: Black Ops - Nazi Zombies Strategy Guide.The most recently released Call of Duty contains a brand new zombies maps. With much improved zombie AI, new types of zombies, weapons, and traps.Kino Der Toten is the theater of the damned. A quite large level filled with all kinds of cool stuff.The regular zombies you start with are a little smarter than the last game. Now, if you come near a barrier as they are tearing it down, they will reach in and hit you! So watch out!Gas crawler zombies are now added to this game. Once you activate the power, zombies emitting Nova 6 gas will start crawling at you. When you kill them, they will explode with a cloud of gas, disorienting you if you come near it. Your best bet when you hit the gas, is to remember what was in front of you, what you were doing, and keep moving.In addition to the four original power-ups  in World at War, there is now the Fire Sale. It appears as a large price tag, and changes the price oft mystery box to ten points, for twenty seconds. This is the rarest of the power-ups. And most of the time these will come mid-round, when it is dangerous to hit the box, so be careful.The position on the mystery box is also random each game.   The room you and your companions start in, is called the lobby. The late entrance to Kino. There are four zombie entry points. One upstairs to the left, one underneath the right staircase, and two in the main room. The is a door under the left staircase for 750 points, and one upstairs to the right for 750 points. There is a teleporter link pad in the middle of the floor, but is useless until the power is turned on. There is also a Quick Revive machine, that is also useless until the power is turned on. There is an Olympia shotgun downstairs, and a M1 Carbine upstairs, both for 500 a piece.   Slaughter the zombies of the first three rounds with your colt and knife. Remember to back away from the windows if the zombies reach in for you. If you are playing with other people, you can last another round by buying the Olympia. If you're by yourself, it's probably a good idea to leave now. Either way, you won't want to be in here for the dogs, that can possibly come on round five. They will come randomly on round five, six, or seven, and as before the last dog will drop a max ammo.When you leave this room, exit via the door upstairs for 750 points. In this newly opened room there is a ******* for ***** points, a possible mystery box spawn point. There is also an electric trap that can be used once the power is on. There are two entry windows as well. Through the hallway in front of you is another window, and a door for 1000 points. Open this door and go through.   Down these stairs is the ballroom. One entry window upstairs, with a Stake-Out (formally the trench gun) for 1500 points. Downstairs there are two entry windows, an MP40 sub machine gun for 1000 points, and a Speed Cola machine. There is a sentry gun placed downstairs on a table. It can only be used once the power is turned on, and costs 1500 points. It will drop almost everything in a 130 degree radius, except you. However it only lasts for about 30 seconds. It's slightly more useful than the electric traps, as it will kill zombies running either way in front of it, where as the traps only protect one side of you.I recommend buying the stakeout. This room can be held for a few rounds, including the dogs. Two people can for sure hold out here until round nine. Have one person downstairs cover the two windows, while the person upstairs gets the window, and the rest of the zombie will come from the stairs you came from. The zombies will pour down the stairs to the upstairs player. When he is checking his window, the brainless will run down the right staircase, as the downstairs player will be closer at this point, pretty evenly filtering the zombies to each player. When the dog round comes, all players stand upstairs by the table, half the team watch the stairs to the left, half the team watch the hall to the right. During round eight try to grenade a crawlie zombie, to set up the teleporters. Go through the door downstairs in the ballroom for 1250 points, and the next door for 1250 points.   Welcome to the stage of kino der toten. There are two more entry windows, an M16 three round burst rifle for 1200 points, a door at stage left for ******* points... Oh yeah, and the power switch! Leave the door closed and you'll want to turn on the power right away.   By the way, for future dog rounds, camping in front of this closed door at stage left is also a great spot.   Once the power is on, the stage curtain (unbelievably hard, as you can't get through it) will open. This is of course the auditorium and seating for the stage. You'll also find an oddly placed teleporter, and a Juggernog machine! Another sentry gun, convieniently placed on the podium, is available.  There is also a mystery box point in the center aisle, but if it's not there, this map will tell you where it is. The door at the end of the aisle leads back into the lobby (that closed door under the stairs is now open). There is also an electric trap on each side of this doorway.Now you will activate the teleporters for the first time. Simply hit the action button on the pad on the stage, and then on the pad in the lobby. The teleporter is now free to use one time. It must then be activated again the same way before each use. It also has to cool down a bit between trips.The method.So on the beginning of the next zombie round, stand in front of the teleporter. Wait until you are about to be eaten alive, then drop back into the teleporter and go. It will kill the zombies that come in or near it. You'll also want as many zombies spawned as possible before you go. So wait as long as you can. You will teleport to the projector room. There is a pack a punch machine to upgrade your weapons for 5000 points, and grenades to buy for 250 points. You have about 30 seconds before you are teleported out of this room, and back to the pad in the lobby. During your short stay in this room, run to the balcony, and throw all your grenades directly in front of the stage. Buy more off the wall, and keep throwing until you are escorted out. You will kill many zombies doing this, and get many points (especially in later rounds).   Once your time is up in the projector room, you'll zap to the lobby. Most of the time you will land in a purgatory room as I call them. There's no way in or out of this room, other than teleporting. You'll stay here for a few seconds, and once in a while there will even be a powerup in here!   Once you land back in the lobby, it's time to move. All the zombies in the auditorium will charge at you down the hallway, and if they are still spawning, everywhere! Toss a grenade between the stairs (you are bound to hit/kill somebody, if not, a few). Run up the stairs to the right, and follow your path back to the stage. Let them follow you as a group, watching where you run. You may have to shoot or avoid a few in your path if they are still spawning (which is why you want to wait as long as you can before teleporting). When the coast is clear in front of you, turn and shoot a few of the mindless beings chasing you. Reload and keep running towards the stage. If you get to the stage and there is still a bunch of zombies chasing you, run across the auditorium and repeat the lap, back pedaling along the way. Remember to leave at least two alive. When you get to the stage, look at the teleporter. You will see a light on the front of it. If it's green, the teleporter is cooled down and you can activate it again. If it's red, just kill time, repair barriers, or whatever, until you can activate it.Continue doing this from now on, getting perks, weapons, and eventually upgrades from pack a punch between rounds. Camp on stage left for dog rounds.   In the event the mystery box is on the other side of the map, go through the door under the left stairs in the lobby for 750 points. The firepit trap is in this room for 1000 points. Exit the back door for 1000 points.This is the alley. There is a Double Tap machine, an stg-44 automatic rifle for 1200 points, and a possible mystery box point. The back gate is 1250 points and leads upstairs to another mystery box point and a door for 1250 points. This leads downstairs the door on stage left for 750 points. Keep in mind opening this door means you have to use a different spot for the dogs.There's many hidden things on kino der toten like meteorites that play music and film reels that play movies.Coming next: "Five" featuring president Kennedy, president Nixon, Fidel Castro, and more. :P

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