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-Welcome to the Nazi Zombie Advanced Strategy Guide.

It is assumed you know


basic knowledge about the call for duty world at war, and have some basic
familiarity with the nazi zombies level (ie: pull the trigger and your gun
fires, etc etc). This guide focuses on more advanced, and more detailed
strategies on how to play and survive in the nazi zombie level. This guide
also does not include anything that has to do with "glicthing' to get to
level 3000. If you want to find glitches and use them to get far, this guide
is not for you. Instead, it is a realistic guide to get you as far as you can
go LEGITAMITELY. This guide is also not an all inclusive, got-everything
guide. I will add and correct items, and welcome input from others. I'd like
to thank wikipedia for some of my information and Treyarch for making a great
addition to a great game.

This is also copyrighted to me, and cannot be duplicated or copied without my


permission.

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II. Table of Contents
-----------------------------------------------------------------------------

1. Introduction & Overview


2. Table of Contents
3. Updates / Versions
4. Elements of Strategy
a. Mobility
b. Proximity to Mystery Box
c. Proximity to Grenade Room
d. Long views
e. Doorway
f. Staircase
g. More / less windows/walls
h. More / less control of stream of zombies
i. Player communication & teamwork
5. Defensive Strategy
a. HELP Door Defense
b. Hallway Defense
c. Grenade Area Defense
d. Stair Defense
e. Zombie Split Strategy
f. Roaming Strategy
g. Grenade Door Defense
g. Return to First Room strategy
6. Additional Strategies
a. Zombie Point Value
b. "Leaving the Last Zombie" strategy
c. Knifing Zombies
d. Window/Wall repair
e. Blowing up fuel cans and Trucks
f. Dealing with "crawlers"
g. Zombies "glitching" through windows
h. Ammo control
i. What to do with the "30 seconds" in between rounds
j. The art of reviving
k. Causes of Death.
l. MG42 vs Browning
m. The Mystery Box
7. Using Powerups Effectively
a. Insta-kill
b. x2
c. Bomb
d. Ammo Box
8. Contact info & Thanks

------------------------------------------------------------------------------
III. Updates / Version 1.1
------------------------------------------------------------------------------

12/21/08 - This is version 1.0. Hope you like it!

8/15/09 - Upgraded: Roaming Strategy 5f, Zombie point value 6a, Mystery Box
7m, Causes of death 6k, Contact info & Thanks 8.

------------------------------------------------------------------------------
IV. Elements of Strategy
------------------------------------------------------------------------------

a. Mobility
-----------

Spacial mobility is the amount of space you have to manuever. You need
spacial mobility to create time and space to avoid zombies for long enough so
you can reload. Spacial mobility also gives you the chance to push forward
more easily during insta-kills, and the flexibility to withdraw or retreat if
being overrun. Having little spacial mobility, and you run the risk of
getting cornered. And, the map has a lot of places you can get cornered.

Personal mobility is how fast you can move and run. For example, equipping
the MG42, Browning, Panzercheck slows your movement to a large extent, while
the Colt m1911, .357 magnum, and the Ray Gun, allows you to run real fast.
Other weapons fall somewhat in between. If you plan on running back and
forth to guard windows / walls, having a lighter gun equipped can be helpful,
while a heavier gun may give zombies more time to tear apart the boards and
rocks to get into the room you are in.

b. Proximity to Mystery Box


---------------------------

The sooner you get to the mystery box, the better. The more points you have,
the more chances you can make a successful draw at the mystery box. The
closer you are, the easier it is to do this. The farther away you are, the
more difficult it is. Proximity can be useful later on as a tool to exchange
your out-of-ammo weapon, for a fully loaded one, if you have enough points
and time to do so.

c. Proximity to Grenade Room


----------------------------

A strategy that uses closer access to the Grenade room, gains the benefit of
their use (see using grenades). For 250 for 4 grenades, it can make it a
great benefit later on in the game.

d. Long views
-------------

A long view is when your line of sight through your weapon goes far. For
example, looking from the HELP room through the door all the way to the
other side of the first room. Long views enable you to shoot zombies way
before they get close to you, and also give you the ability to judge whether
you have enough time to reload / switch weapons / or throw a grenade.

e. Doorway
----------

Doorways can be difficult to defend because if zombies get through the door,
they can disperse in every which direction. This can lead to a disruption
of your defenses and more chaos. Having more than one person watching a
doorway can be helpful in reducing this possibility.

f. Staircase
------------

There are 2 staircases: the first room, the root cellar. The advantage of
the root cellar staircase is that the zombies have to go around a corner,
and straight down the staircase. The narrowness of the pathway is an
advantage, however it is not that long. The first room staircase is not as
straight at the root cellar staircase, however you can view the zombies
running up it easily from various directions and also funnels them right
at the top (useful for the Balcony defense strategy).

g. More / less windows/walls


----------------------------

Do you defend 3 windows? or just one? or none? More windows to guard, the
more there is to manage. But, then again, defending less windows / walls
may reduce mobility.

h. More / less control of stream of zombies


-------------------------------------------

There are ways to control the main stream of zombies by use of which
combination of ways you decide to open (stairways and help door). Combine
this piece of strategy with a long view, you may be able to lessen the chaos
of zombies everywhere and may last longer.

i. Player communication & teamwork


----------------------------------

This is a vital aspect of the game. Key aspects are: warning of an attack
from behind, coordinating use of mystery box, coordinating who is watching
what window / wall, hallway, doorway, staircase, etc., requesting help due
to being overrun, coordinating reloading of weapons.

-----------------------------------------------------------------------------
V. Defensive Strategy
-----------------------------------------------------------------------------

HELP DOOR DEFENSE


-----------------

Where: Open the HELP door and defend the doorway, while others watch the 2
windows / rock wall within.

How: Open the HELP door as soon as you can (usually between level 3-6). Have
the player with the most points open the door, or if you are going to open
the door, make sure you have at least 1950 points, so you can make an
immediate draw from the box after opening the door. If you are able to get
enough points (see getting more points) you can make it through the HELP
door by level 3. Some people say they do not like opening the HELP door
early, because it opens up a bigger area which could make it harder to cover
if you do not have sufficient weapons. However, I encourage you to do so as
soon as possible so as to use the mystery box sooner to get better weapons.
The worst that can happen per se, is you get a sniper rifle along with your
colt pistol and suffer through a round or 2 with them. But at these
earlier levels, it shouldn't make much difference. Plus, you have 3 others
with you and it is likely that one of them will get a good weapon early
rounds, hopefully the Ray Gun.

So, while doing this strategy try to make draws from the mystery box when
you have enough points: generally in between rounds, or when you sense a
lull in the volume of zombies (ie: after a bomb, or near the end of the
wave). Try to avoid making draws from the box when x2 or insta kill are in
play because it is more valuable at that time to acquire points. From the
time you go through the HELP door to about round 9-10, decide who will stay
in the HELP room and who will stay in the First room. Usually, it can be 1
person in the Root Cellar, 3 in the First Room, but as levels progress you
may want to have 2 in the root cellar and 2 in the first room (perhaps level
7-10). Deciding who will cover where will reduce the possibility
of a surprise rush of zombies coming out of either room because and reduce
the margin of error that someone will have forgotten to cover the areas. A
common mistake is to fail to keep the window with the bars built, and as a
result they will run unsuspectingly into the HELP room to attack
unexpectingly. The other is to fail to cover the Rock wall in which case
they will lurk over to someone with their back turned at the mystery box or
out into the first room to attack someone at the window with the bars next
to it.

At some point hopefully you will get better weapons. When you do, you have
some additional options to move on to another strategy. If you open the
stairway in the Root Cellar, you can expand into the GRENADE AREA DEFENSE,
or Hallway Defense. If you open up the stairway in the first room, you can
expand into the Hallway Defense or the Grenade Door Defense. You can decide
to do this anytime, but you should make preparations by level 14-16 latest,
whether you will go to a different strategy or make your stand in the HELP
room. If you choose to make your last stand in the Root Cellar, try to open
the stairs in the first room. This will lessen the flow of zombies, because
some will come in through windows on the second floor and will have to run
downstairs to attack you. The best way to defend the root cellar is to have
1 person defend the 2 windows, 1 person defend the rock wall and to keep an
eye on / provide emergency support to the other 2 players who will be
guarding the door. The 2 players guarding the door should switch off when
they need to reload. You can get a view of the window in the middle, and
can shoot or throw grenades at the right time when the zombies are jumping
through the window. If thereis a heavy flow of zombies, you can have one
player crouch while the other player fires standing up right behind him or
her. Be careful though, it can be more difficult for the crouching person
to get head shots, especially when using the machine guns. If you still
need weapons try to have the person watching the wall be the person who most
needs to make draws from the mystery box. Try to keep the window built in
the first room outside the HELP room on the right to direct the stream of
zombies only to come from down the hallway. If you are rebuilding that
window during a lull in the zombie flow, be aware that most of the zombies
will come running towards you, instead of towards the HELP door. Make sure
you don't get caught off guard by them and turn to look that way as you
rebuild the window. Also, be careful backing up from the first room into
the HELP room. There's a tendency to not to judge it right and back into
the wall and getting stuck. Make sure you have enough time to run back
into the Root Cellar without the zombies right behind you. Also, try not
to stand directly in the doorway because other players who are in the first
room will not be able to get by you to retreat into the Root Cellar.

Advantages: Proximity to the mystery box. Flexible strategy: can develop


into the grenade strategy or hallway defense. Easy to switch between
watching the door, rock wall and mystery box. Good long view into the first
room. Lots of room to maneuver.

Disadvantages: Difficulty defending door due to zombies tendency to


disperse if they get through. Blind spot on right when defending door.
Many windows to defend. Not close to grenades.

HALLWAY DEFENSE
---------------

Where: Open help door, then either staircase. Defend at the end of the
hallway on the 2nd floor next to the window with the burning plane outside
close to where the trench gun is.

How: After the HELP DOOR DEFENSE, open either staircase (preferably the first
room stairs). Move to the end of the hallway on the 2nd floor described
above. Have 1 player guard the window with the plane outside, while the
others shoot at the zombies coming from down the hallway. if looking down
the hallway, have 1 player on the very left, and the other 2 players in the
middle. The "main stream" of zombies will tend to run down one part of the
hallway depending on how you position yourselves and the stairways opened.
Be careful of zombies coming out of the middle window on the right. It will
be only one or 2, but forgetting to aim in this direction often results in a
zombie getting in too close. In this particular strategy, you want to avoid
zombies getting to you close because there is very little maneuverability
room. Switch off positions guarding the window, and do not forget to cover
it (which can happen due to the temptation to want to get a piece of the
action on the main flow of zombies). Although there is an options to
snipe off the balcony it really is not that effective. Don't waste your
time shooting off the balcony.

Advantages: No doorway to defend. Long views, make it easier to shoot


zombies. Only one window to defend. Can exert control to funnel stream of
zombies down one part of hallway. Some proximity to grenades. This
strategy can serve as a retreat point when other strategies go bad. Also,
you can advance into the grenade strategy or grenade door strategy.

Disadvantages: No maneuverability or place to retreat to. If many players


can be crowding may cause more confusion. No proximity to mystery box.
Tendency to miss zombies running in from right side. Forgetting to protect
the window.

GRENADE AREA DEFENSE


--------------------

Where: Open the HELP door first, then go up the stairs in the HELP room.
Station yourself in the room that the grenades are in.

How: Begin with the HELP DOOR DEFENSE. At rounds 11-16 open the stairs in
the Root Cellar (hopefully in between rounds) and go up to the room with the
grenades in it. Try to make sure everyone has a ray gun before going up
stairs (or at the least have 2 players with the ray gun). The Browning and
MG42 are good secondary weapons, but as the levels progress, relying on them
solely will place you at greater risk of running out of ammo. Position one
person at the window to defend it. It is good for this person to have the
flamethrower, because they can also flame through the window and ignite the
zombies that come running up the stairs on the outside. Be careful not to
back up into the First Room staircase and accidently opening it. Have a
second player stand next to the player guarding the window, but behind the
wall that comes out on the left side of the window. Do not stand on the
other side of this protruding wall, it is a death zone. If a player goes
down here, its more difficult to rescue him or her. Avoid standing there.
Anyways, the second player aims towards the door and shoots at the main flow
of zombies. This player needs to ensure no zombies gets through to attack
the player defending the window. Do so at all costs. The 3rd player can
stand somewhat in front of the grenade refill, with the option to move up
to the left of the pillar or to retreat back or move slightly to the right.
This player can adjust where he or she is at to control the flow of zombies.
If the player moves up to the left of the pillar more zombies will be
diverted to attacking him or her. If the player moves back, more zombies
will flow into the center. Use this control to your advantage and to help
with reloading. The last player, or the grenader, takes a position where he
or she can have access to getting grenades. This player's purpose is to
throw 4 grenades, turn to the grenade refill, pay 250 points, refill grenades,
turn again, throw 4 more grenades and repeat. The grenader position should
be rotated every round. Whoever has the most points becomes the grenader
(Unless the player has a flamethrower, in which case the flamethrower player
should be covering the window). The grenader should also have a mimimum of
3000 points, but hopefully the grenader will have much more (usually 10,000+
is good). There are a variety of places to aim while throwing grenades
including: throwing 2 grenades to bounce off the left, and 2 grenades to
bounce off the right of the doorway; aiming high to throw grenades outside
the door; aiming low to throw grenades just inside the door; throwing grenades
to explode outside the far window outside the door. It seems throwing
grenades just inside the room works the best, but a lot depends upon how well
the other players shoot. If the zombie flow becomes overwelming, or too many
players go down, you can retreat to where the grenades are, and defend from
there. It's not much, but at least it's somewhere to retreat to. During
instakill, have the person with the flamethrower change positions and flame
zombies from the door, while deciding to make someone else defends the window.
Make sure to switch back 2-4 seconds before insta-kill is over so everyone
can get into position again. Have player 2 cover player 3, or vice versa
while you get power ups that appear. Perhaps, have the grenader back you up
for additional protection. Almost look for power-ups outside of the grenade
room, but take more caution to get them. Do not run down to use the mystery
box during an insta-kill or bomb. there is not enough time for you to get
back. You may have just enough time to run down to use the mystery box in
between rounds. I don't recommend it, but if you must make only 1 draw and
then get out of there. In between rounds, try to not rebuild the window in
the Hallway room, closest to the grenade area. It will encourage the zombies
to run past the window in the grenade room which the player with the
flamethrower can set ablaze. This strategy creates a lot of crawlers.
Usually, since there are many people watching the main area, someone will
shoot them. But, some of the faster crawlers may get through. Be mindful
of them.

Advantages: At later stages when you have the right weapons and no longer
need to mystery box, you accumulate tons of points. These can be used to
purchase a huge amount of grenade refills. For example, 10,000 pts @ 250
for 4 grenades = 40 grenade refills or 160 grenades! (and more often your
scores goes up way beyond 10,000). Grenades can be used to blow up zombies
at the top of the HELP room stairs or near the middle window. Hopefully, it
will help you save ammo, lessen the flow of zombies, and give all those
extra points use. one window to defend. 2 Long views to shoot zombies.
Flamethrower able to destroy zombies coming upstairs outside the window.
Window near the door provides some additional views. Can snipe zombies off
the balcony, or blow up fuel cans or trucks.

Disadvantages: Far away from the mystery box. Tendency to Forget to cover
the window. Underutilization of grenades despite defending this spot. Lack
of effectiveness or usefullness of grenades. More crawlers to watch out for
due to increase grenade usage. Lack of manuverability or places to retreat
to that has a lot of space.

ROOT CELLAR STAIR DEFENSE (0r STAIR DEFENSE for short).


-------------------------------------------------------

Where: Do not open the help door. Instead open the staircase in the first
room. Then, open the staircase down to the help room.

How: When able to, open the staircase. Although, you can stay and defend
the balcony and upstairs for a few rounds, you may want to have the player
with the next highest point total open the stairs down into the help room.
If you do it this way, you will have the opportunity to spend more points
on the mystery box, rather than waste points on something like the Bar which
is costly (which almost costs 2 draws from the mystery box: 1800). It's a
matter of personal preference, but remember it is valuable to get to the
mystery box asap to hopefully get the Ray Gun.

Now, similar to the HELP DOOR DEFENSE, 1 player should defend the back 2
windows and the second player defends the rock wall. But, unlike the HELP
DOOR DEFENSE, the other 2 player defend the stairs. Communicate and switch
players around as neccessary to make draws from the mystery box in levels
4-11. the players defending the stairs can expand to the upstairs by having
one player shoot at zombies coming through the door to the grenade room,
while the other can position at the top of the Root Cellar aiming to destroy
zombies from the 2nd floor Hallway.

After level 11, position 2 players at the bottom of the staircase. Although
you can position closer to the bottom of the stairs, or farther back, I
suggest you stand at the very base, perhaps on the first step, so you can
have some space to retreat back if neccessary. Have these 1 player announce
to the other defending the stairs when they are low on ammo, and ask if the
other player is ready to take over. When the second player says "ready,"
the first announces to the other player he or she is taking over while the
other reloads. Keep repeating this process. In bewteen levels have the
stair defenders exchange positions with the rock wall and window defenders
to based upon who has more ammo. whoever has the most ammo, defends the
stairs. As levels progress, the player covering the rock wall will be needed
more and more to provide extra support to those defending the stairs. If
this happens, make sure the player defening the windows is aware so he or she
can watch over the rock wall. Also, it is effective from the bottom of the
stairs, to throw grenades in the gap to the left of the stairs. Banking it
off the ceiling, it should land right before the zombies get to the top of
the stairs... hopefully it will take out a few. There is a point to stand
in that has a view of both windows, the wall and the bottom of the stairs.
You can use it to monitor all areas. In between rounds, aside from
rebuilding windows in the Help room, try rebuilding a window on the 2nd floor
or refill on grenades. If someone has the flamethrower, have that person go
to the top of the stairs during instakill to save ammo. Be careful to not
flame the stairs while players are defending it because it makes it hard to
see the zombies coming down the stairs. when the zombies die on the stairs
they tend to fall in such a way that blocks the next animated zombie coming
at you. Try to time your shots such that you do not waste extra ammo on
already destroyed zombies. If the zombies get through the stairs, withdraw
to the back window and make sure the back window stays secure.

Advantages: Proximity to the mystery box. Some room to maneuver & fall back
into. Zombies must go downstairs instead of through a doorway.

Disadvantages: Less effective position for solo or 2 player. Many ways for
zombies to attack (2 windows, 1 wall, staircase). Have to open 2 entrances,
instead of one to get to mystery box. More communication needed to
coordinate strategy. Less proximity to grenades.

ROAMING STRATEGY * newly added info 8/15/09 *


----------------

Where: Open Help door and both stairs. Find a location where you can roam
in circles to get the zombies to follow in a horde behind you, while
avoiding those ahead of you.

How: This strategy has been done by many others. Basically, you must get
the flamethrower. In the Root Cellar room, you must circle around the
pillars while carefully avoiding zombies coming in through the windows and
the open HELP door. It's best to go counter clock-wise so you can peer
through the doorway to see how the flow of zombies are coming through.
While you are running the long way up and down the room, tap the flame
thrower to ignite and kill the zombies. It can be a long process, but
there does not seem to be any other discernable way to survive without
cheating.

Advantages: Since all doors open, less intense flow of zombies. Mobility.
At advanced levels, it really is the ONLY strategy left to do to kill all
the zombies in a round.

Disadvantages: Mobility could cause more chaos. No defined defensable area.


Difficulty coordinating a group. No control of flow of zombies. Mostly good
for only 1 player.

ZOMBIE SPLIT STRATEGY


---------------------

Where: Multiple locations

How: The idea here is to split the flow of zombies, so that they will be
less intense and easier to kill. One location is during the STAIR DEFENSE
have 2 people run over to the grenade room and camp out near the grenade
refill. The other 2 players stay and continue the defending the Root Cellar
(1 guarding the stairs, 1 watching the windows). For the players in the
Grenade Room, zombies will come from the first room stairs and the window
at the top. For the players in the Root Cellar the zombies will come from
the windows on the 2nd floor hallway, not in the grenade room. Generally
follow the strategies of the STAIR DEFENSE and the GRENADE AREA DEFENSE for
each group. For the players in the grenade area, try not to walk out too
far from the grenade room, otherwise the zombie flow from the second floor
will divert towards you.

Advantages: Lesser flow of zombies, may be easier to kill.


Disadvantages: More difficult to save a downed player if mistakes are made
due to lack of proximity.

GRENADE DOOR DEFENSE


----------------------

Where: Just outside the door to the Grenade Room, above the stairs that go
down into the HELP room.

How: Open the HELP room door, then the stairs in the first room. 2 players
station outside the doorway of the grenade room, watching and aiming at
zombies running up the balcony stairs from the first room. The other 2
players watch the 3 windows in the Hallway Room. One at the end, and the
other watching the opposing 2 windows in the middle of the room. Also, the
player watching these 2 windows can shoot / grenade zombies trying to get
in through the window in the grenade room. Try to repair the window next
to the balcony stairs in between rounds.

Advantage: Mobility. Can retreat into the Hallway Defense if overwelmed.


Long, narrow view to the balcony stairs. Some proximity to refill grenades.

Disadvantage: Longer distance between windows in the Hallway Room. No


proximity to the Mystery Box.

RETURN TO FIRST ROOM STRATEGY


-----------------------------

Where: First Room, in front of a closed HELP DOOR.

How: Follow the STAIR DEFENSE strategy. When you have appropriate weapons,
return to just outside the HELP DOOR. Have one player defend the window with
the bars, and the other 3 shoot zombies coming down the stairs and from the
windows on the other side of the room.

Advantage: Mobility. Long views. Lots of space for players to angle their
shots.

Disadvantage: Far away from mystery box. No proximity to grenades. Many


ways for zombies to attack: 5 windows and 1 staircase

-----------------------------------------------------------------------------
VI. Powerups
-----------------------------------------------------------------------------

General Guide
-------------

Powerups seem to appear randomly after killing zombies. Sometimes more than
once during a level. Try not to get power ups at the end of the round so
that it is not wasted. You will have 30 seconds to get the box. The boxes
will blink for the last 10 seconds before it disappears. For the last 2
seconds before it disappears it will blink really fast. Hopefully you will
get it before it becomes a fast blinker.

1-3 Avoid getting Insta-kill or Bomb. x2 is most valuable. Ammo box


moderately useful.
4-6 Use stabbing for insta-kill, but still try to avoid using it.
Continue avoid using the Bomb. x2 still most valuable. Ammo box still
alittle less useful
7-9 Use insta kill and focus on taking full advantage of it. These
levels are the best levels to maximize insta-kill's use. Begin using the
bomb but only in desperate circumstances. x2 still valuable. Ammo box grows
in value.
10-12 Use insta-kill, take advantage of it, but take less risks and be more
cautious. Use the bomb. x2 is still useful at this point, unless you have
the Ray Gun. If you have the ray fun it will begin to have diminished value.
Start to be mindful of when an ammo box appears, it will be important to
maximize your ammo starting here.
13-19 As levels proress use Insta-kill and bomb to maximum efficiency. x2
becomes less valuable, and it becoems increasing okay to not risk your life
to get it. Ammo Box becomes vital and most important.
20+ Use Insta-kill and bomb to maximum efficiency. x2 becomes minimally
useful. Ammo Box becomes the deciding factor whether you live to the next
round. Do everything to get it when you see it.

a. Insta-kill
-------------

Ah, insta-kill! In general, an insta-kill helps conserve ammo, and can allow
for you to take more risks and run out a bit farther to kill zombies. In
early levels 1-4 insta-kill can be more harmful than good. Since in earlier
levels you need to get more points, insta-kill eliminates the amount of 10
point hits you can get, before you get a kill on a zombie. Lower points
means less to points to spend on the mystery box, which is the priority. So
try to avoid the compsulsion to get insta-kill on earlier levels. But, if
you must get it or someone else gets it for you, then try to use stabbing as
it will give you more points. If insta-kill is in play with x2, try to set
yourself up in front of a pack of zombies and blow them up for double points.
Also, try to utilize your secondary weapon (preferably the flame thrower)
to conserve ammo.

b. Bomb
-------

The BOMB! Again, like insta-kill avoid getting the bomb at the beginning of
the game. Instead of just missing the extra 10 point shots, you will not get
any points at all. Once you get the bomb, everything dies. That is, inside
and outside the house.

c. Ammo box
-----------

The ammo box moderately useful, and becomes the most important power up to
guard against running out of ammo in the later part of the game (probably
after level 15, and definitely on level 20+). If you are down, and someone
gets the ammo box, your ammo will not be refilled. Make sure everyone is up
and try to be fully reloaded when you get the ammo box.

d. x2
-----

When x2 is in operation, do things that get you points: head shots on zombies
and/or rebuil windows/walls. Avoid making an attempts on the mystery box
until after x2 is over. x2 diminishes in value (usually starting around
level 13ish), shortly after you get the Ray Gun and have a good secondary
weapon.

-----------------------------------------------------------------------------
VII. Additional Strategies
-----------------------------------------------------------------------------

a. Zombie Point Value * new 8/15/09 *


----------------------

60 Kill zombie
100 Head shot kill
10 Successful Zombie hit (Gun or stab)
130 Kill Zombie with hand to hand combat
50 Last shot hit Leg
70 Last shot hits Arm

(all point values are doubled when x2 is in effect)


(no points awarded when bomb, grenades, fuel cans or trucks destroy them)
(possibly, no additional points awarded for shooting off an arm or leg)

b. "Leaving the Last Zombie" strategy


--------------------------------------

-Near the end of a round, allow the last zombie to remain animated. This
allows you to fix windows / walls, reload, and make draws from the mystery
box.

-Tips:
--Listen for the sounds of zombies. When the last zombie is present (and to
some extent when you have a few left), the roar of zombie horde will cease
and you will only hear the one zombie. If you can listen carefully to this,
then you can save this zombie to be the last one.
--Try to throw a grenade at the mid or late (but not too late) stages of a
round. It may leave a zombie without legs.
--Be careful not to throw a grenade at towards the very end of a round, as
it may destroy the last zombie and start the next round.
--Try to catch a zombie behind a window or wall. This is the best way to
"leave the last zombie" in a round. Have one person continuously rebuild
the wall as the zombie takes it down while the others make draws from the
mystery box and fix windows. You can get continuous 10 points for awhile
and can earn up to a few hundred points in the process. Switch off with
others so that they can also get this benefit.
--Try not to leave the last zombie as a "runner." Pick the one that walks
the slowest.

c. Knifing Zombies
-------------------

-When knifing zombies through windows, try to swing at them when they reach
forward to grab a board or remove a rock. If you swing when they are not,
you will miss more often.
-Sometimes when trying to knife a zombie through a window, you will stab a
board or the wall and hear the sound of a successful stab. Do not think you
stabbed the zombie, because you actually missed. Look for a blood spurt
after you stab. It's the only way you know that your swing of the knife
worked.
-Be aware of your surroundings. Since it can take some time to knife
zombies, be aware what may be coming from behind you.
-While knifing zombies through windows/walls, also beware that sometimes
zombies can attack you while doing so.
-Try not to knife while having heavy machine guns equipped (MG42 or
Browning). They will slow you down enough to make it difficult to back away
when the zombie retaliates.
-The number of knife srikes vary by level, by # of person's present and the
location of the stab. The following is an approximate (not exact) guide to
how many strikes it takes to kill a zombie hand to hand.

Level # of successful hand to hand strikes until zombie dies


1 1
2 2
3 3
4 3
5 4
6 5
7 6
8 6

d. Wall/Window Repair
---------------------

-The windows hold 6 boards (except for the window next to the stairs in the
first room which has 5), and the wall holds 8 rocks. Each board or rock
takes about a second to replace. They give you 10 points (20 if x2 is in
play).
-You can get a fixed number of points per level, per number or players.
Make sure to maximize this to get points by allowing others to repair windows
/ walls when you can't get anymore points. (If someone actually wants to
count how much, per level, per player, please send a msg with that info to
me for the next version).
-When a zombie is breaking through a wall or window be sure to listen for
grunting and sounds of wood or bricks. Also, puffs of smoke can be seen.
Use these to spot a break through.
-When there is a breach (say, zombie get through the rock wall in the root
cellar), make sure one person tries to ensure one window is built up to
contain the breach.
-Make sure you turn around while rebuilding windows / walls.
-You can reload while rebuilding windows / walls.
-It can be effective to fire your gun at zombies while rebuilding windows.
(you can adjust how you position your fingers on the controller to do this
effectively).

e. Blowing up fuel cans and Trucks


----------------------------------

-A fuel can in the middle front window, and the truck near the windows next
to the bars can damage you when they explode, so make sure to stand back if
it is going to explode.
-Using the fuel cans or trucks can kill zombies, however they do not give you
any points. Try to refrain from using them early on for this reason. They
seem more useful on solo to take out a batch of zombies when you know there
are multiple groups trying to get through windows. With a bit of timing and
precision, they can be useful during levels 3-10+
-Try to avoid blowing up fuel cans early in the game, as it will reduce the
points you can get.
-The trucks and fuel cans are minimally useful, although there probably can
be a way to exploit them later in the game I have not thought of. I haven't
seen any effective strategy used later on in the game.
-In the first room there are 25 fuel cans, and 4 trucks (maybe someone can
total the numbers from other rooms). Starting from the window with the bars
in the first room and going counter clockwise:
-1st: Has 3 fuel cans, 2 trucks (1 truck shared with 2nd window)
-2nd: Has 7 fuel cans, 1 truck (1 truck and 3 barrels shared with window 1)
-3rd: Has 7 fuel cans, 2 trucks
-4th: Has 5 fuel cans
-5th: Has 6 fuel cans

f. Dealing with "Crawlers"


--------------------------

-A "Crawler" is defined as a zombie who has lost his legs, and begins to
crawl after you. This happens due to the explosion of a grenade or fuel can
or truck. You cannot shoot or use hand to hand combat to cut off the legs.
The best strategy to deal with them is to just be aware of the possibility
of their presense after using a grenade and to communicate their presense to
other players. It can help to have another player who is keeping an eye on
you, take it out for you while you keep on firing at main stream of zombies.
Try to keep the last zombie as a crawler so you can repair windows / walls
and make mystery box draws.
-Crawlers may come behind a window after an explosion. You will find them
outside at the bottom of a the window / wall barely visable, and grasping
to try to get over. Eventually, they will get over but try to be aware and
take them out beforehand.
-Crawlers eventually die after awhile. Sometimes a short time, some time
long. Be aware, and keep an eye on the crawler so you are not surprised when
it dies.

g. Zombies "glitching" through windows


--------------------------------------

-When a window / wall has all of it's boards removed, and a zombie tries to
get through while you are placing boards / rocks in place it may "glitch
through." That is it will climb through even though you had already places
a board there and try to eat you. It's annoying, and it sucks. But, just
be aware that it happens. A zombie may glitch through 3-4 boards, but such
an occurance is rare.

h. Ammo Control
---------------

-Use Flamethrower during insta-kill (it will also likely count as a head
shot- 100 points).
-Increase your use of grenades, since they are cheap (250 for 4).
-Changing around positions when low. When low on ammo, have that person
cover a window instead of the mainstream of zombies.
-Cover windows and walls with your non-ray gun weapon. Just remember to
switch back a few seconds before it's over. You don't want to be switching
weapons while in the middle of a stead stream of zombies. During levels
4-10 the Thompson, stg 44, BAR, and mp40 are best for this.
-During levels 18+ and everyone's Ray Gun runs low or out, and you have a
lot of points and time consider giving up the Ray Gun and drawing a new Ray
Gun that is fully loaded.
-During levels 4-10, instead of making continuous draws from the mystery box,
consider staying with your current gun until it runs out of ammo. When it
does, exchange it at the mystery box for another.

i. What to do with the "30 seconds" in between rounds


-----------------------------------------------------

-Should I repair walls / windows? Draw from mystery box? Get grenades? or
reload? You should always prioritize draws from the mystery box FIRST until
you get the Ray Gun. Communicate with other players and have a person make
continuous draws from the box until he or she has less than 950 or gets a ray
gun. While that person is drawing from the mystery box, work on repairing
windows, and make sure your guns are reloaded. If you have a good weapon
combo already, encourage and allow others to make draws from the mystery box.
Even if you can put some boards on windows back, it will be helpful in
slowing down the "flow" of zombies. Try to repair windows / walls that are
closest to you, rather than farther away. This will lessen the chance you
will get caught fighting the first zombies that come at you in the next
round. The general rule of thumb for prioritizing is this: 1. Mystery Box.
2. Reload 3. Grenades. 4. Windows.

j. The art of reviving


----------------------

-Reviving takes 4.5 seconds.


-You have 30 seconds before you die and become a spectator.
-If your companions live to the next round you will return having lost the
guns you previously had with only the colt m1911 and the same point total you
had before you died.
-If the person you are rescuing has a raygun or .357 magnum, you will get to
keep it for a last stand instead of the colt m1911.
-You will have 1 clip of ammo before you will be out of ammo, and you cannot
throw grenades.
-if you are down and have the Ray gun or .357 Magnum, you will use those
guns when you are down. The ammo is not taken from your clip when you were
alive, instead you are given one clip (for Ray Gun) and X for the .357
Magnum
-Try to prioritize reviving a ray gun player first.
-If before you were dead you were low on ammo, you will be revived at that
same state. -If someone gets an ammon box while another is down, that person
will not receive an ammo refill. So, make sure everyone is up before
getting an ammo box. On about levels 15+ getting or not getting an ammo
box could mean life or death.
-Try to have someone else cover you, as you revive another.
-At about levels 10-13+, if a player goes down far away from where you are
defending at the beginning of the round, you should let the person die
because more likely than not, you will most likely die trying to save them.
-If you are going to try something more risky, make sure you have some points
saved up. There's nothing worse that failing to be revived, and beginning
the next round with a just a colt pistol, with no points to upgrade to a
better weapon. If this happens, try to focus on defending and rebuilding
windows instead of trying to kill streams of zombies.

k. Causes of Death
------------------

The zombies have overwelmed you, and now you are dead... so are your friends.
What happened? Addressing these ways you will last longer

Running out of ammo


-------------------

This problem usually will not cause your death until 15+, usually more common
past 20. Flow of zombies, abundance of points to spend on guns prevent this
from happening on lower levels. If you find yourself out of ammo before
level 15 you can usually purchase another gun with full ammo without issue.
(see ammo control strategies for more ways to combat this problem).
Failed attempt to run out to Revive
-----------------------------------

There are 2 ways this is the cause of your death:

-The first is when you ignore downed players too long. Soon more of your
teammates go down and eventually it is just you. And now because you did
not make an attempt to revive anyone, the zombie horde becomes too
overwelming for you to handle. The second part is the reverse of the first
problem: A player goes down, you run out to save them... while you do, you
realize no one else is paying attention, or you looked the wrong way and a
zombie claws you from behind, or for some reason you think you alone can
revive him or her.

Here's what you need to do: Assess whether you are capable of makitng an
attempt to revive. Factors include:

1) Your weapons. if you are out of ammo, and only have a knife... it is
different than if you have the Ray Gun and MG42. Better weapons, the more
chance of success. Also, if someone has the Ray Gun (or Magnum), they can
defend you better while down. This makes it safer to revive this player.
2) Teamwork of other players. Will other players cover you? Will they do it
competently? Or, are they not paying attention, not listening or don't
care? Teamwork often prevents more players from dropping.
3) Level. It is relatively easy to revive by yourself until about level
8-10. After that the difficulty curve increases quite a bit.
4) Proximity. Easier to reveive someone closer to you than father away.
5) Time of level. At the beginning of a level is more risky to revive
someone, because there is a horde of zombies yet to come. Near the end of
the level it is less risky, because it may be possible for you to shoot the
last zombies, and then revive the fallen player in between rounds.

So, if a player falls at the beginning of round 15, far away, does not have
the Ray Gun, you only have a sniper rifle, and your teammates don't have a
clue... DON'T GO RESCUE!!! If a player who you have a good working
relationship with, with a Ray Gun goes down next to you on level 8, at
towards the end of the level, and you have a mp40, you ought to revive him
or her.

-Secondly, you need to have a plan to rescue and revive the other player(s).
Communicate with other players what the plan is to revive the fallen
player. In levels about 8-10 and under, if one person goes down, it
shouldn't be too much trouble to go over and revive him or her. Not much
need to plan. However, after level 10 or so, make sure you and other
players have a plan. One player revive, one player provide cover, the
other player tries to "keep things together" until the revive completes,
such as rebuilds windows / wall near the revive while looking out for
zombies roaming towards them, or at least somehow delaying the horde a
few more seconds for it to complete.
-Lastly, recovery. After reviving you need to make sure everything is
resecured. If you left some zombies tearing off boards or rocks, go back
and take out the zombies that may have gotten through and rebuild. Try
to return to what you were doing beforehand (ie: if you were guarding the
windows, return to guarding windows), but this isn't entirely neccessary.
As long as you communicate to others and make sure everything is covered you
should be okay.

Running out too far to kill zombies


-----------------------------------

-This tends to be a big problem for players who are not that experienced or
tend to be too impulsive. When a player like this runs out too far to kill
zombies, not only will he or she be at more risk for dying, the player also
jeopardizes all the other players. Don't think you are so awesome that you
can take out zombies all by yourself.

Staying for too long repairing windows/walls


--------------------------------------------

Before level 9-11 or so, it's possible to repair most, if not all windows /
walls without much issue. After about levels 11-14, try not to rebuild more
than 1 window / wall in between levels. And, try to rebuild one window that
is the closes to you, rather than farther. Zombies will come at the
beginning of a round quicker than you think.

Not spending money on the mystery box early enough


--------------------------------------------------

It's a shame to all die at level 9, because no one thought to use enough of
their points on the mystery box to get good weapons. Ideally, you should
attempt to "leave the last zombie" so everyone can use all their points
making draws from the mystery box. If that does not happen, try to access
the mystery box whenever you have enough points to do so, when it is safe
enough to do so. What I like to do is access to mystery box until I get a
weapon like the mp40 or Thompson, and use it for a few rounds until it runs
out of ammo, then hit up the mystery box again.

Poor communication and lack of teamwork


----------------------------------------

Try playing the game without mics. Communication and teamwork is essential
to get far in this game. Go to the bookstore and read some books on
communication & teamwork in the Business leadership or Psychology section.

Not getting the Ray Gun * updated 8/15/09 *


-----------------------

You spend tons of points and get that dam carbine over and over again... soon
hordes of zombies come at you, and you try to poke at them with your pea
shooter, but it's not good enough. You tried throwing a grenade behind the
box, while jumping and chanting Ooommmmm... but not ray gun (there isn't
any consistent way to get the ray gun, it's random).

Flamethrower obscured view


--------------------------

Someone flames the hell out of zombies coming towards you, and as a result
you do not know where to fire your Ray Gun. When the smoke clears the
zombies are upon you. You die. Bottom line: if you are using the flame
thrower, try not to obscure the main view of the stream of zombies.

Forgetting to cover a window/wall


---------------------------------

Forgetting to cover the window and allow zombies in destabilizing your


strategy. Stay focused.
Switch positions during heavy flow of zombies
---------------------------------------------

If you are covering windows, try to stay covering windows throughout the
level. Before the beginning of a round, make sure you have sufficient ammo
and guns to cover the main stream of zombies. If you do not have sufficient
ammo and guns, theres more chance of having to switch out mid round. Try
to avoid this.

Forget to tell someone that you are reloading


---------------------------------------------

If 2 players are covering a door, stairway or main flow of zombies, make sure
you are clear about declaring you are reloading. There's nothing worse that
a player stating they are reloading right when the zombies are upon you.
Make sure to give sufficient warning by checking to see if the other player
is ready to take over. Then, tell him or her to take over and reload
herself.

l. MG42 vs Browning
-------------------
MG42: fast rate of fire, sight easier for headshots, shorter reload time (by
.45 seconds).
Browning: Since it's rate of fire is slower, it may last longer.
Conclusion: Since both guns cause the same damage, the MG42 has a some
advantage over the browning. Use the sight to aim for zombies' heads,
firing in "short controlled bursts *cough*aliens*cough*" and you will be
most effective.

m. The Mystery Box * new 8/15/09 *


------------------

-After spending 950 on the mystery box, it takes 5 seconds for the weapon to
come up.
-After spending 950 on the mystery box, it takes 12 seconds to reset. You
can then redraw from the box.
-I theorize that you may get the Ray Gun quicker if you take the weapon,
rather than let it sit for 12 more seconds.
-There have been plaenty of theories on how to get the Ray Gun quicker. Is
there any special way to select the box so you can get the Ray Gun? The
answer is no. The most promising theory is to select the box when the
question mark is in it's brightest color, however there are times I have
done this and did not get the Ray Gun, or signficantly better weapon. Try
it out anyway and make up your own mind, but in my opinion there is no
consistent way to beat the randomness of the box.

n. Racking up Points
--------------------

-During the first few levels, shoot the zombies with your colt m1911 a few
times (perhaps, 4 times on level 1, and 7-8 times on level 2, but not in the
head). Make sure it is enough so that it does not kill them. Then, knife
them for 130 points. It takes more time, which can be risky if no one is
watching your back, but the extra 40-80 points will be helpful to you later
on in the game to get you extra points.
-Allow zombies to take down a few boards on levels 1-3 on a window / wall,
so you can repair them for points.
-Allow a zombie or 2 to get inside the first room at levels 1-3. When you
kill them, there will be a chance they will produce a x2.
-Try to use your knife for levels 1-5 to get 130 points for a kill.
-Try to keep the Colt m1911 as your 2nd weapon until rounds 5-6. If
someone gets an ammo box, empty as many rounds you can into zombies for tons
of points: max ammo = 80 x 10 per hit = 800 points. Not bad. This
strategy gets inefficient around 7th level and after.
-Head shots. If using a non-shot gun or pistol, aim for the head to get
100 points instead of 60.
-Try to use automatic weapons or bolt action weapons over shotguns or sniper
rifles. The extra hits you get with them will give you a handful of extra
10pts. Whereas if you use the trench gun, you will only get 60 or 100 for
the one-shot kill.
-Remember to kill the last zombie or group of zombies in a level by
stabbing.
-Use knife attacks during insta-kill.
-Avoid using the bomb or insta-kill at low levels.
-Do not open the stairs or HELP door unless you have enough points to
purchase a weapon in the next room, or have an adequate weapon with ammo
already.

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