Der Riese

"The Giant is rising. Face the might of the Nazi Zombies in their heartland. This is where it all began. This is where the master plan took shape. Is this where it all ends?"

- Singleplayer solo mission description in the Mission Select menu

Der Riese (German for "The Giant"), also known as Zombie Factory, is the fourth map in the Nazi Zombies game mode, featured in Call of Duty: World at War. It is set in a secret Nazi facility in Germany, and features teleportation and Pack-a-Punch machines, which can upgrade your weapons. It was released in Map Pack 3, along with three multiplayer maps. The Map Pack was released on August 6th.



Starting Room/Mainframe
Der Riese is set in a secret Nazi Factory in Germany. It has several rooms in it. The starting room is just outside the factory itself. There are four barricades against the Zombies. Two at either side of the mainframe, one to the side of the power generator, and one down a staircase. There are two doors that leave the starting room and lead to the right/left factory rooms.

In This room:

Pack-a-punch Machine'' - 5000 points per use, locked until all three teleporters are linked 'Gewehr 43' - 600 points 'Kar98k' - 200 points  Mainframe - used to connect teleporters, all teleporters lead here''

Radio - Beside a barrel under a ledge near the entrance to the staircase barricade

Right Factory Room
After opening the door on the right there is a door to the right hallway. There is a railing above in which the Zombies can jump down from. There are also two barricades in which Zombies can break through. There is also a door that will open when the electricity is turned on, connecting this room to the mystery box spawning room. There is a locked door leading to the right hallway.

In This room:

Double Barreled Shotgun - 1200 points 

Right Hallway (Hangar)
After opening the door in the right factory room, you come in here. In here you will find a staircase leading to a box barricade. Two barricades are in here.

In This room:

Thompson - 1200 points

Mystery Box Spawn

Monkey bomb - in the furnace, only there after fly trap is activated

Left Factory Room
After opening the door on the left, there are two barricades and a door leading to the left hallway. There is also a door that will open when the electricity is turned on, connecting this room to the mystery box spawning room.

In This room:

M1A1 Carbine'' - 600 points Fly Trap''

Teddy Bear - In a window up high only there if the fly trap is activated

Left Hallway (Animal Testing Lab)
After opening the door in the left factory room, you will come to this hallway. It contains the trench gun and three barricades. There is a staircase leading to a box barricade and another locked door leading to Teleporter A.

In This room:

Trench Gun - 1500 points

Mystery Box Spawn

Teddy Bear - In a cage near to the right of the Trench Gun only there if the fly trap is activated

Spinal cord - two of them are sitting across from each other on a desk and on top of some shelves

Radio - Above door to the right of the mystery box spawn

Teleporter A Room
In the Left Hallway is a locked door, this door leads to this room. It contains one of the teleporters. There are also two barricades in here.

In This room:

MP40'' - 1000 points  Mystery Box Spawn''

Radio - On the lower level in the furnace near the right staircase 

Teleporter B Room
After opening the locked door in the Right Balcony, the player will enter a room containing yet another Teleporter. It contains 2 barricades which zombies can access.

In This room:

Type 100'' - 1000 points  Mystery Box Spawn''

Spinal Cord - on a desk beside the barricade in the side room

Radio - Activated by hitting the 'use' button when aiming at one of the ladders of the contained with a body floating in it

Mystery Box Spawning Room/Courtyard
After opening either box barricade in either hallway, you appear on a balcony and a section just outside the Factory. If the player jumps off the roof, they will come across the mystery box, sitting next to the power generator. There are doors leading to Teleporter Room C and Teleporter Room B. When the power is turned on, a bridge folds down connecting the two balconies and the room connects with the left and right factory rooms. There are many barricades in this room.

In This room:

Left Balcony:

Jugger-Nog'' - 2500 points 'Bouncing Betties' - 1000 points '' 'Right Balcony:

Double Tap Root Beer'' - 2000 points Radio - On a tipped filing cabinet left of the door to Z-B  'Main Courtyard: ' Power Switch  Mystery Box Spawn '' Outer area (Outside Factory):

FG42'' - 1500 points 'Speed Cola' - 3000 points ''

Teleporter C Room
After opening the door in the Mystery Box spawning room, it leads to a building in the factory. Inside the building, the final Teleporter lies. There is also a set of stairs where a barricade is blocking Nazi Zombies approaching from a cave. There is a balcony outside and is used to fire down on Zombies approaching the building.

In This room:

Quick Revive'' - 1500 points 'STG-44' - 1200 points 'Bowie Knife' - 3000 points'' Mystery Box Spawn

Radio - two of them are in here, one on a shelf in front of the staircase and another one at the end of the underground alley 

Electricity
This is the third map using electricity, but the second which requires it to be switched on. It is necessary to switch on the electricity so that the teleporters can be linked so that the Pack-a-Punch Machine can be used. It is also necessary for opening the doors in the right and left factory rooms, lowering the bridge connecting the right and left hallways, and powering the Perk-a-Cola machines. Unless playing solo, you can have someone flip the switch before you jump down if you wish to buy Juggernog or Bouncing Betties.

Teleporters
To link the teleporters, you need to approach the teleporter and hold the action button. Once you do this a timer will appear for 30 seconds. Within this time you must return to the original room (spawn room) and link it to the mainframe. Only by linking all three teleporters to the mainframe can the pack-a-punch machine be used. Every time a teleporter is linked, the door opens a little more. It costs 1500 to teleport, and you can only teleport from one node to the mainframe, never vice versa or to another node.

Sometimes (though only after numerous teleports), the demonic girl announcer will say "uh-oh" and no power-up will be dropped. It is then possible for a Hellhound to appear after the teleporter is used. After heavy use of the teleporters, groups of up to four Hellhounds can appear at once after each teleport, either along with or replacing a power-up drop.

If the player goes outside of the map, a large black rectangular box can be seen. If you go inside, the same swirl that appears when the player teleports appears. It is speculated that the player is physically sent here instead of directly to the mainframe. There are four of these rooms, one for each player. If someone went inside of these boxes, and someone were to teleport, the person teleporting would see the person inside the box.

Hellhounds
Hellhounds walk about the map, limping until they spot players, at which point they ignite and attack. The monkey bomb does not work on Hellhounds. After round 15, Hellhounds will spawn with the zombies, at the same time.

It is possible that, after heavy use of the teleporters, Hellhounds appear and attack. At first, one Hellhound may appear instead of a power-up. Then, clusters of four Hellhounds begin to appear, and will continue to appear after every subsequent teleport. It is possible for both a power-up and a quartet of hounds to spawn after a teleport.

Pickups
All the original pick-ups appear in this map, along with a new one. Insta-Kill and Double Points both last for 30 seconds.
 * Max Ammo (A machine gun ammo box, overflowing with ammo belts) which gives all players full ammo for all guns.
 * Nuke (A nuclear bomb) which kills all of the zombies on the map. (Also gives 400 points to each player)
 * Insta-Kill (A skull) which makes all of the zombies a one hit kill with any weapon.
 * Double Points (A "X2") which doubles all points given to all players when killing a zombie or rebuilding a barrier.
 * The Carpenter (A hammer) which rebuilds all windows in the map. (Also gives 200 points to each player)

After teleporting a random power-up is sometimes dropped, or 1-4 Hellhounds are spawned (rarely and in later rounds).

Achievements/Trophies

 * Elevate Your Senses - Activate the Fly Trap.
 * Locksmith - Open all the doors in the map(in one game).
 * 40 Knives - Kill 40 zombies using the Bowie knife (in one game)(is bought off the wall for 3000 and replaces the player's knife).
 * Der Electrician - Link all teleport pads before Round 7.
 * Frequent Flyer - Use the teleporter 8 times(in one game)
 * Wacker Packer - Upgrade any weapon using the Pack-a-Punch Machine.
 * The Might of the Monkey - Use the Monkey Bomb.
 * Perkaholics Anonymous - Survive until Round 20 without buying a single perk.
 * Acquire Waffle Weapons - Obtain the Ray Gun, Wunderwaffe DG-2 and the Monkey Bomb at the same time in a game.
 * Pack Addict - Upgrade 5 weapons at the Pack-a-Punch Machine (in one game).

Easter Eggs



 * To find the musical Easter egg you need to press use on the 3 green glowing jars that appear to have spines in them. 2 of the jars are (when facing away from the pack a punch machine) in the room to the left through the first door by one of the mystery box's respawn, and the third and final one is in the factory room where Teleporter B is located, in a side room. The song that plays is Beauty of Annihilation.


 * Near teleporter B, if you go onto the balcony, in the destroyed building across the street you can see the legs of a hanging person(similar to hanging people on previous two maps). If shot, feathers seem to come out.


 * There is a readable message inside an Air Conditioning unit on the lower side of the bridge that lowers with the power. It is viewable by looking through a crack in the unit with a PTRS's scope. It reads: "In the event of any critical failure, you are instructed to take your cyanide tablet that's included in your field operations kit. In the event that you have misplaced yours, there are several methods that will accomplish the same task. For example, the best (end of page.)


 * Another book can be seen outside of the map. It appears to have the page prior to this page. It reads: "It is the responsibility of absolute secrecy. No one is to know what you do, where you work, our research has uncovered, or what our purpose will be. You will have no further contact with your governments, or with your families. Your decision to fully dedicate your lives to Group 935 is absolute. Attached is your field operations manual which will direct you should our mission get compromised. We cannot afford to let this power fall into the wrong hands, and therefore the field operations manual should be considered your bible. Make your preparations now. A new dawn is beginning for mankind. Dr. L. Maxis"


 * In addition to this message, there are several messages written on the walls that you can clearly see.


 * In the alleyway on the right (facing away from the pack a punch machine) there is a distinct shadow of an upright teddy bear on the wall.


 * In the starting area if you look down one of the drains to the left of the stairs you can find a note with random symbols on it.


 * If you throw a Monkey Bomb into the furnace, it will start to scream. After it explodes, you hear a little girl (probably Samantha) say "Why are you so cruel to Mr. Monkey? Mr. Monkey just wanted to PLAY!!!."


 * If you open the door to your right from where you spawn, by the Double-Barreled Shotgun, if you look down, you should see some wood panels. A few panels will be broken and inside there is a note. It's a little long, so you might want to have 2 or 3 people covering you while you read it. The message reads: "...is produced by bombarding an Americium-243 nucleus with a Calcium 48 nucleus. It then decays (writing is blurred)... after further decay a meta-stable isatope is formed. This leads us to believe that transference of matter is indeed possible, and even the re-animantion of b... (faded, but it is presumed to be brains)" It may say this since in reality Element 115, Ununpentium, is made by combining Americium and Calcium together.


 * Written near the doors leading to the teleporters on the walls is a message reading "Return Through Aether"
 * The room with the Quick Revive has a sign at the entrance that says "L. Maxis, MD Office" showing that that room was Dr. Maxis's office and might have been the head scientist.


 * On the roofs of some buildings, the words "help" and "SOS" or "505" are visible. They seem to be formed from sand bags and planks.


 * If a player goes up to a perk machine and goes prone in front if it they will receive a free 25 points, possible from change underneath the machine.


 * In the starting room,there is a grate near the door to the Carbine.If you look near the end of the grate you will see a note with Illuminati symbols on it.


 * In the underground tunnel near Z-C, there is a gold plaque behind the staircase reading "Ludwig Maxis"


 * In the Thompson Room, there is a brick that will sink into the ground and revealing a note if you press and hold the use button while looking at it. (It's a small, differently colored brick at the end of the big pile of ruble underneath the Thompson.

Features

 * The Monkey bomb is a new weapon in Der Riese. It is a Cymbal-Banging Monkey Toy that has, what appears to be, dynamite attached to its back. It is used by pressing the secondary grenade button. When thrown, the distraction cause the zombies to crowd around it until it explodes.


 * Perk machines and electric defenses return in this map.


 * The Pack-a-Punch machine, which can upgrade your weapons, is featured in the map. When upgraded, the weapons have what seem to be engravings on it, and are upgraded to make them more effective.


 * The Bowie Knife is another new weapon. When bought, it takes the place of the normal knife. It is a one-hit-kill weapon, up to, approximately, Round 15, and costs 3000 points to purchase.


 * Teleporters have been added too. In order to activate them, you must go to one teleporter, activate it, then quickly link it to the mainframe. You have a stopwatch at the top left corner of the screen that indicates how much time you have left to link it to the mainframe. If you succeed, you can teleport from activated pads to the mainframe.


 * The map uses some environmental elements from Nightfire.


 * The FG-42 is now a weapon that can now be bought off the wall for 1500 points.


 * To use the Perk-a-Cola machines, the power must once again be re-activated, like in Verruckt.


 * Turning on the power also has the side effect of closing the bridge and opening two doors that link the left and right areas.


 * On the pause screen, a map of the level will appear, unlike the previous maps.


 * Zombies can now climb certain ledges and fences.


 * The Mystery Box is once again pointed at by a trail of light from the sky. This time, however, the light is blue and comparatively harder to spot, let alone tell where the box is.


 * There is a solar eclipse occurring in the map when playing in a full-screen game mode.

Strategy 1

 * 4-Players recommended and Headsets are also very useful but not necessary.

An excellent strategy is to wait until about mid-level 4 and then proceed to turn on the power, alternating who opens the doors(based on who has the most points).


 * NOTE: You'll want to have access to either side's weapons(Trench gun, Thompson, Double-barreled shotgun, Type 100, Mystery Box, etc.) BEFORE level 5 as Hellhounds may start appear at round 5+ and are more difficult to fend off using the starter room weapons.

After activating the power it's a good idea to "camp" in the power generator alley way(occasionally using the Mystery Box to get better weapons and allowing all your teammates to use it AT LEAST ONCE so that everyone has a chance of getting a good weapon) to build up enough points to eventually open the doors leading to the teleporters. It is suggested that you have all the teleporters linked to the mainframe by level 10. The easiest way to do this is to save a zombie nearing the end of a round and have one person "lead" it around while the others activate the teleporters. To make this process even easier, use a grenade to turn the last zombie(s) into a "crawler".


 * NOTE: Keep the zombie away from the mainframe as it will kill any zombie(s) near it when activated. Also, a power up will appear when linked to or teleporter is used. If the power up is a nuke("ka-boom") DO NOT get it until everyone is ready to move on, or simply allow it to fade away. It's also a good idea to have some sort of fully automatic weapon early on in order to build up points faster(any variation of MG). At this point one of the best places to camp in is the teleporter room directly behind the power generator, at the back of the catwalk in the corner where the Mystery Box may appear(above the Bowie Knife).

Some people/groups like to put one person at the window(where the zombies come through), one person sniping down at oncoming zombies, and 2 people aiming down the stairs. The problems with this is that occasionally the person at the window will be downed(it DOES happen) allowing zombies through leaving everyone else completely vulnerable. Having a person always sniping down also increases the chances of getting a good power-up in the alley where no one can get it.

Having everyone in the Mystery Box corner aiming down the catwalk is more effective as the zombies can only come at you from one direction, making it less likely for someone to be downed. 1 person should occasionally be looking down at the power generator alleyway to relay how many zombies are still coming. This is important as you should save a zombie at the end of every round in order to buy perks, upgrade(pack-a-punch), or get ammo off the walls(if you have that specific weapon). If done properly one person(at a time) will lead the crawler around while the others use the Mystery Box and upgrade. It's also a good idea to get Bouncing Betties and lay them where you camp, just in case a zombie or Hellhound makes it in close.


 * NOTE: Your formation should be 2 people in front and 2 in the back. The two in front should ALWAYS be crouching and should be the ONLY ones attempting to get power-ups. Also, try taking turns firing(2 people at a time). There's no need(until very high levels, 30+) for all 4 players to be firing at once. This is just a HUGE waste of ammo and leaves you open when everyone's reloading at the same time! Help out if you absolutely need to but don't just shoot just to shoot.

By level 20 you should have at least one decent upgraded gun(if not 2), Bouncing Betties, Juggernog, Speed Cola, and the Bowie Knife(The Bowie Knife is completely optional. It's good to have for when you're downed and don't have a good pistol weapon. Get it when you've got a lot of points to spare). There's also a good chance that someone will have Monkey Bombs. From here, continue to save "crawlers" at the end of each round, or every second round, in order to refill wall-based weapons, Mystery Box-Pack-a-Punch combo, and to re-buy any perks that might have been lost.

Strategy 2

 * Another strategy that involves 4 players is to camp on the left balcony near the Jugger-nog machine and Bouncing Betties.


 * For the first two rounds, players should watch one window each and simply let the zombies break in and then knife them.


 * When round three is reached, hopefully a max-ammo has been dropped so there is no need to buy any of the starting rooms weapons. If not, then buy one of the weapons. (It is not advised for all 4 players to buy the Kar98k, Have at least 2 people buy the Gewehr 43 as they are much better given the fact that they are semi-automatic and can be used at close range.


 * When round four ends, the player with most points open the door leading to the Double Barreled Shotgun. After that, another player opens the door leading to the M1 Thompson. Have all players buy the Thomson because, each player having a fully automatic gun before round 5 is a huge advantage. Also, ammo for the gun can be easily bought for half the price rather than going to the mystery box. (NOTE: the player who open the first door should not open the second even if he/she still has the most points. They should only open it if they have enough points to buy the Thomson afterwards. However, you don't want them to be left with little points so to make things fair, have the second person with the most points open the second door.) After everyone has bought a Thompson, the player who has the most points, or the 2 players who did not open the first 2 doors buys the barricade up on the stairs leading to the mystery box.


 * From rounds 5-15ish camp in the ally way with the Mystery box and Power generator. Players should try the Mystery box occasionally to try and get a better gun. Do not use it too much as you do not want it to move. Also, try to get Jugger-nog, Speed Cola and Quick Revive. Before Round 11, players should have linked the teleporters, have the 3 perks and should have a better gun than the Thomson, (e.g. MG42, Browning, Ray Gun, Wunderwaffe, PPSH.) Now, you can no longer camp in the ally way because the factory door behind you is opened and you will get attacked from behind. So, use strategy 1 for 2-3 rounds and camp up by the catwalk. By rounds 13-14, players should have a good gun upgraded. (Please take note that for the next camping area to work, One player NEEDS an upgraded Ray Gun and another player NEEDS an upgraded Wunderwaffe. One player cannot have both, If you have a Ray Gun and you try the Mystery box and the Wunderwaffe appears, do not take it. The same applies to having a Wunderwaffle and a Ray Gun appears.


 * Now, at the end of round 14, leave a crawler and head to the camping spot (Once again, one player needs an upgraded Ray Gun, and another needs an upgraded Wunderwaffle. The other two players need an upgraded gun too (guns recommended for them are listed at the bottom).


 * Head to the left balcony by crossing the bridge and have the two players with the Ray gun and Wunderwaffe watch the bridge. (This is where 80% of the zombies will be coming from)


 * The other two players head down the small set of stairs and turn left to where the betties and Jugger-nog machine is. One player watches the window next to the Jugger-nog machine and the other player watches the window directly across from the machine. (The window is sort of dug into the wall).


 * Have all four players buy betties and place some on the small set of stairs, some in the little hallway that contains the buying area for them (HOWEVER, not too close to the wall directly across from the buying area as zombies coming to the window near the Jugger-nog machine will set them off and they might die too! Sometimes, a player will be holding a zombie at that window and another player who forgot to place his/her betties down from the previous round, will put one close to the wall and the zombie will die. Then the round will end and everybody will be caught off guard and will likely die rushing back to their spots!)Back to the planting areas, some up the stairs where the two people watching the bridge are, and some in the little area that contains the Jugger-nog machine and two windows. Do not put them too close to the windows though. If none explode, then when a dog round comes, at least 5 will be killed by the betties.


 * Roles each person plays: the two people up at the bridge will be getting A LOT of the action, the person with the Ray gun takes out most of the zombies coming across the bridge and when he/she needs to reload,(or feels as if he/she needs help), the person with the Wunderwaffle fires and takes out a large crowd. The players watching the windows have a much smaller role, they need to prevent the zombies from breaking in and near the end of a round, they must try to hold a zombie at a window so fellow players can use the teleporters to try and get a max ammo or upgrade there second gun. Although zombies can attack through windows, if the zombie is standing to your left and breaking in, simple stay to the right almost on an angle and repair the one blank he keeps breaking off.

This strategy has been used to get to very high rounds. (NOTE: IF THE BARRICADE THAT IS ON THE STAIRS LEADING TO THE TRENCHGUN IS OPENED, THIS STRATEGY IS USELESS!!!)

What to have:

Players up near bridge:


 * Upgraded Wunderwaffe DG-2.
 * Upgraded Ray Gun.
 * A good upgraded back up gun (ex. MG42, Browning M1919, PPSh-41).
 * Jugger-nog, Speed cola and Quick revive.
 * Bouncing Betties.

Players watching windows:


 * Speed cola, Jugger-nog, and Quick Revive.
 * Two Good upgraded guns (ex. Ray Gun, MG42, Browning, PPSh-41, any fully automatic besides the upgraded M1A1 Carbine.
 * Bouncing Betties.

General Tips/Notes

 * Max Ammo: One of THE most important things. After the Hellhound rounds allow everyone to reload before getting the Max Ammo. If you're mid-round try to give as much time possible for people to reload without leaving an opening for zombies to get through. If you're in a pinch, grab it (providing it's safe). Some ammo is better than none.


 * Using the Pack-a-Punch(on a good weapon of course) should be first priority over perk colas. Perk colas should be purchased AFTER everyone has had the chance to get a good weapon(HMG with or without upgrade or something else reliable). Juggernog should be purchased first, followed by Speed Cola, then Quick Revive. Double Tap isn't suggested since most guns that are affected by it have upgraded RoF from the Pack-a-Punch anyways. Upgrading weapons first is more effective in the long run as the zombies will have a much harder time getting close to you and your team, opposed to having the colas that will have to be re-purchased if you're downed. Example: If someone is downed they will keep any upgraded weapons upon revival. If they happen to have an upgraded secondary weapon, such as the Ray Gun, Magnum, or Pistol, even better, they'll have a much easier time keeping zombies at bay while being revived. If you simply had Juggernog or Speed Cola you'll just have to buy them all over again and would have essentially wasted "x" amount of points. Save your points and use the Mystery Box/Pack-a-Punch combo first. [IN CASE YOU WERE WONDERING: The reasoning for getting Juggernog BEFORE Speed Cola is simple. It's cheaper and more useful early on. Speed Cola isn't really needed at low levels as "reload canceling" can be used. It's also much safer, not to mention easier, to make it to the Juggernog and back early on. The Speed Cola can be easily acquired, even at high levels, between rounds with little or no chance of being downed(even without crawlers). NOTE: "Reload Canceling" doesn't replace Speed Cola but can be very useful depending on your skill level. At high levels Speed Cola is of course much more reliable and should be purchased at the players discretion.]


 * Use "Reload Canceling" to reduce reload times. Very useful early on when you don't have Speed Cola. However, when you do have Speed Cola, it's still advantageous to reload cancel anyways as it reduces reload time even more.


 * The "spotter" (the person occasionally looking out the window) should let you know in advance when the horde begins to thin out so you know when it's safe to jump down and save a final zombie.


 * The spotter shouldn't be sniping down all the time as they may get a useful power up, such as a Max Ammo, which no one will be able to get.


 * Don't get greedy. If you see a power up you want either throw a Monkey Bomb or wait for a Nuke ("Ka-Boom")- another reason why the spotter shouldn't be going crazy in the alleyway. A lot of the time you'll lose a game because someone got greedy and tried to get something they shouldn't have tried to get.


 * The Bowie Knife isn't a high priority, or even needed all that much, but is good to have just in case.


 * If someone gets downed, allow the person in direct contact to revive them. For example, the person directly beside or directly behind, and NEVER the person at an angle(even if they have Quick Revive) as this will disrupt your formation. Generally, the person with the weaker weapon revives.


 * BOUNCING BETTIES: Don't waste betties by placing them where you're not going to be. Put them either at your feet, slightly behind you, or at your fallback position(where you're camping). There's no point on placing them way up in front of you as they'll only hit the first few zombies of the first wave of that round(you could end up hitting only one zombie with it). If you place them near you(or at your fallback location) they'll give you some breathing room if you happen to be caught reloading or reviving.


 * If you have Monkey Bombs don't forget the use them! A lot of times people forget they even have them and won't use them! If you see a potential threat to your team throw one into the alley or in the room below just to be sure.


 * Aim high. Obviously body shots and headshots down zombies more quickly and are more effective but also, in later rounds, crawlers can be hard to spot in the sea of dead bodies.


 * The teleporter will immediately kill any zombies within range when activated. The same happens when someone appears in the mainframe.


 * Only one player can have the Wunderwaffe DG-2 at a time. If someone on your team already has it don't waste points on the Mystery Box trying to get another one.

Radio Messages
Main Article: Der Riese/Radio Messages

Trivia

 * On the Clock, the Minute hand and the hour hands always point to 1:15. AKA Element 115
 * Waffenfabrik Der Riese, the words seen on the wall at the beginning of the trailer, are German for "Arms Factory - The Giant"


 * In reality, a factory named Der Riese is believed to be where the original "Die Glocke" was made.
 * Breslau, the location of Der Riese, is the German name for Wrocław, a city in modern-day Poland. It is a series of seven underground structures linked together.


 * Richtofen, Dempsey, Takeo and Nikolai are the playable characters. (How they survive is somewhat revealed from the trailer. At the beginning you hear Tank asking if everyone's okay, and Nikolai complaining that he feels like he needs to throw up. Afterward, Richtofen tells Nikolai it is a side effect. It could be assumed that they were somehow teleported to the factory.)


 * Every fully upgraded weapon seems to have a red flash when fired, except for the M2 flamethrower.


 * When a player uses a teleporter, words or phrases written on the walls in the level can show up, as well as close ups of zombies' heads and the picture of Richtofen seen in the loading screen for Shi No Numa.


 * The zombies appear dirtier and more corpse-like than previous zombies.


 * Crawlers now jump and grab planks of wood to break down barricades.


 * The man in the first image released bears a slight resemblance with the man in the cover art of the game.


 * When obtained on this map, the Ray Gun seems to have electricity flowing through the front area of the gun (possibly as a sign that this weapon and the Wunderwaffe are powered in the same manner).


 * The phrase said by the Monkey Bomb ("Get ready for a surprise!") is a reference to the 1990 Arnold Schwarzenegger film Total Recall in which a bomb disguised as a fake head says the exact same line before detonating.


 * At the start of the game, it is possible to hear a voice similar to the voice reciting the coordinates in the radio message in Shi No Numa say "Warning. Power levels critical ...shutting ...down." getting deeper and more garbled up as it goes on.


 * It is suggested that Richtofen had previously worked in the factory, and may have even helped create the teleporters, as well as being confirmed to be one of the creators of the zombies (see quotes). This would make sense, as he also created the Wunderwaffe, which was created in the same factory.


 * This is the only map where you can use the Holy Pistol without cheats. To get it, the M1911 must be upgraded in the Pack-A-Punch machine (named the C-3000 B1AT CH35).


 * In the room with the Bowie Knife with the catwalk there is a Teddy bear paw printed in blood.


 * If you go down the catwalk there is a window to the left with flashing blue that you can see through the Barrier.


 * On the power switch, there is a lower arm just like the one from Verrückt.


 * Some of the zombies can be seen to do a "loose" version of the goose step, a march used by the Nazis.


 * The quote said by Dempsey when he kills a zombie with a flamethrower ("Everything burns!") is a reference to the 2008 film Dark Knight in which The Joker says the exact same line.


 * In the trailer, each one of the characters uses one of their nation's/country's weapons. For example, Dempsey uses an M1 Carbine, Nikolai uses a PPSh-41, Richtofen uses an STG-44, MP-40, and an MG42 and Takeo uses a Type 100, but he also uses the Browning M1919, an American weapon.


 * In the trailer, near the end when it says Der Riese, you can see "935" in the background.


 * Behind the draw-bridge on the wall, there is the unfinished Hel(p) sign, which had previously been written on a door in Nacht Der Untoten


 * Help is written in other places, too, such as on the right side on the first floor behind the crematorium.


 * When playing on this level, one's XBox Live Gamercard will list said person as 'Bathing in Nazi Zombie Blood.' This is almost certainly a reference to Richtofen's quote "I love to bathe naked...in your blood!" which he will randomly say after killing a zombie.
 * When you put the Colt M1911 in the Pack-a-Punch Machine and shoot it, you get pushed back like the Ray Gun.


 * In the trailer, a Max Ammo drop can be seen.


 * If you look in the bottom left corner of the [[Media:Der Riese Map.jpg|map of Der Riese]] that appears while the game is loading, there is a finger, and in the top right corner, there is an eyeball.


 * Grenades are a lot more powerful on this map than on any of the preceding maps, making it impossible to create a crawling zombie before round 4.


 * More often than not, the last zombie of each round will start to run as fast as possible, which was probably intended to make it harder to create a "crawler" for players to avoid while they re-stock and re-barricade unmolested.


 * Interestingly enough, the timer that appears when a teleporter link is initiated will always count down from 30 seconds - despite the announcer stating that "[the players] have 25 seconds to link to the mainframe". This is because by time the announcer gets to the time in his announcement it's down to 25.


 * Zombies may start out as walking normally, but will occasionally start running when they see you, much like hellhounds.
 * There was going to be an ammo perk machine which would have probably given you bandolier but it was removed.


 * On the moon the is a red, glowing spot, which may be a meteor containing Element 115 (as was the case in Shi no Numa).

Quotes
Main Article: Der Riese/quotes

Glitches

 * Occasionally during a Co-Op game if a player leaves the game the characters quotes will become mixed up with the players that left, such as Takeo saying "Someone is not sharing their ammo..." if Nikolai were to leave, and Takeo ran out of ammunition for his weapon afterward.
 * Multi-Weapon Glitch: You need to have two players and both head to any mystery box. Then one person downs himself on the left side of the mystery box by a grenade. The other player then opens the mystery box from the right side. When able to pick up the weapon you need to start reviving your downed teammate. When almost done reviving him double tap the "x" button to pick up your gun and then you should have three guns.
 * Round skipping glitch: First open the right side of the factory and go into teleporter room B with one zombie left and at the teleporter jump into it and go prone while jumping. Then turn slowly around and don't move your character and kill the zombie and then the rounds should skip but dog rounds take longer and zombies nor dogs will spawn as long as YOU DON'T MOVE. (Only works on solo or with two people).
 * (Solo Only) After dying on solo mode, if you keep rapidly pressing Triangle or Y right after you die till the game resets it self, you can play in Third-Person mode. PS3 And Xbox 360 confirmed
 * Dog Glitch: ( Dog Hole) By the catwalk in the small tunnel/cave there is a glitch on the right right side if facing the back wall run then jump and sit in the air and the dogs will not hit you unless move or don't shoot them. This is offen referred to as the dog hole and by players and is easy to access if your catwalk camping. (Xbox 360 confirmed)
 * Dog Glitch 2: Sometimes, although incredibly rare, if a hellhound is killed over a corpse of another dog, it won't be "dead" and continue to run even though it is dead. It dissapears eventually but it is also the best way to look at a hellhound up close and moving, rather than dead and on the floor.

Video
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Trailer Notes

 * If you look closely in the trailer during the explosion where Dempsey supposedly dies, you can see that he did not die but is merely knifing the air.
 * In the trailer at 1:35, Richtofen is firing the MP40 without a magazine (you can see it quickly disappear)
 * In the trailer at 0:27, you can see the HELP easter egg on the roof.
 * In the trailer at 2:07, Takeo is firing the Type 100 while using Double Tap.
 * If you do a pause/ play in the Der Riese trailer around 2:47 you can see Dempsey firing at a zombie facing the double barreled shotgun door. You need good a good eye and right timing to catch this.
 * Near the end of trailer when Richtofen and Takeo are at the mainframe killing zombies for some reason if you look very closely while the trailer is flashing and you pause/play you can see zombies dying in the mystery box spawn.
 * The trailer is more grim than the previous two, clearly showing Tank and Nikolai dying, and ending with Takeo and Richtofen being swarmed. However this was probably done for dramatic effect, to show that splitting up is a bad idea or to show that the vast size of the map causes separation and probably is not the end for the four.

Patch
With the latest patch, some things in Der Riese were changed:


 * The sign for the hangar says Hangar instead of Automobile Garage.
 * Thunder can now be heard.