User:Laagone/Zombies strategies

Note: All these strategies were previously deleted due to community consensus, but as requested, I restored them as they were, on my personal userspace instead of mainspace.

''Feel free to edit them if needed or add your own, but don't vandalize; I'm having a watch on this page and there will be consequences. Thanks! --MLGisNot4Me talk 12:51, September 27, 2012 (UTC)''

Side note: Page under maintenance: please remove any broken image links and such.

=Strategy 1
Round 1: Let all the Zombies in. Shoot 4 rounds into them, then knife to kill them. Save one zombie and repair all windows before going to the next round.

Round 2: Let all the Zombies in. Shoot a full magazine from your pistol into them, then knife. Do not buy any weapons. Make sure to repair all windows before going to the next round.

Round 3: Buy the M1A1 Carbine. Use the M1911 on the Zombies until ammo runs out, then use the Carbine. Make sure all windows are repaired before moving onto the next round.

Round 4+: When at enough points are acquired, open the Help room door and buy the Thompson. Run in a circle around this room. Use the Mystery Box until a Ray Gun, MG42 and/or Browning M1919 are acquired. Open up the upstairs from the Help room and run over to the the Stielhandgrate and crouch underneath them. Whenever possible, make a crawler and and repair all windows, then go back to the Stielhandgrates and repeat.

Strategy 1
Round 1: Have one person buy the Kar98. This person will guard two windows. Every else will guard one. Everyone should use their knifes and nothing else this round.

Round 2: Every should use their pistols, except for the person with the Kar98, who should use the rifle.

Round 3: Everyone except the person with the Kar98 should buy the M1A1 Carbine. Everyone should use their pistols this round to rake in the points.

Round 4: Stay in the starting room. Use pistol if max ammo is acquired.

Round 5+: Open the Help room. One person should get the Thompson off the wall, and the other three should try the Mystery Box. Make sure there is a crawler when doing this. From now on, have one person stay in the help room (this person should be using the Trenchgun and PTRS), two people should be in the main room (armed with Browning M1919s, MG42s or FG42s and any other high powered weapon) and the final person should be a back up guy, helping both rooms when needed (this person should be armed with the Ray Gun and BAR). With good communication, a high round is likely to be achieved.

NOTE: If playing with three people, have only one guy that stays in the main room. Everything else stays the same.

Solo

 * At the beginning cover all windows. Shoot 4 rounds into the zombies, then knife. Do not forget the window in the very back of the room.
 * At round 4 open the first door to the right.
 * Shoot the zombies until your ammo runs out.
 * If the player is out of ammo knife until you get 3000
 * Open the second door and buy the Thompson and shoot the zombies. The player should only buy ammo if they need to.
 * Open the rest of the doors. Turn on the power but do not use the Mystery Box.
 * The player should kill zombies until they have enough points to open all doors and buy Juggernog.
 * Open the rest of the doors and run laps around the map. Do not use the Mystery Box in the middle of a round. The player will likely get cornered and killed. Only use it at the end of the round when you save a crawler.
 * Keep running around the map. Buy Speed Cola (and Quick Revive, if one is playing Black Ops. At the beginning of the first round in Black Ops one should buy Quick Revive) but do not buy Double Tap as it wastes ammunition.

Multiplayer

 * When playing 2-player, and the Mystery Weapon Box is teleported to the area outside the power room, it is advised to not head to the balcony, but to stay in the power room an Bouncing Betty off the stairs to your rear, and shoot zombies coming through the double doors (only works when starting on the German side).
 * Unlike Juggernaut for multiplayer games which allows a couple additional hits, "Juggernog" is more effective. The perk allows many strikes from zombies to be taken at level 10 and above and survive. So it is highly recommended especially in the later rounds. "Juggernog" and any other drink is lost when you are "downed" by zombies.
 * The power generator room is a good place to camp until the mystery box moves. But be warned, There is a small (very small) room in the generator room. This room has a window where Zombies can get in from. This room can be your downfall.
 * Sleight of Hand is another very useful perk, hence its high cost. It allows for faster reloading of slower weapons, such as machine guns and shotguns, and makes fast-loading weapons, such as the Ray Gun, reload almost instantly. With this perk, a single Ray gun-wielding player can last even a late round on his own, without having to worry about being overwhelmed while reloading. This perk is also useful because it increases the repair speed which wooden planks and missing wall sections are quickly repaired, however not many player notice this attribute at first but this perk DOES repair missing planks and wall sections faster.
 * The Kar98K can be a good investment for the first few rounds as it can kill a zombie with a single shot in round one, and is powerful and accurate enough to achieve head shots in later rounds. However, players in the American weapon spawn room should skip over the Springfield altogether (instead saving enough points to buy the M1 Garand), as it is considerably less effective than the equivalent German rifle, as well as the least effective gun in Nazi Zombies.
 * Once the first door has been opened buy the SMG on the wall (MP40 for German side, Thompson for American side). This will allow you to score much more points making access to the power switch and mystery box quicker.
 * Unlike in Nacht der Untoten, zombies can now attack through window and wall openings if they have been sufficiently damaged. Zombies can also jump on top of a window opening, even if barricades are already on the window and crawl in fewer numbers.
 * With four people, they should initially all camp on one balcony until two or more have good weapons such as Ray Guns or MG42s. Then you should split up and two players should camp on each balcony. This solves the problem of people blocking the view of another player. If two people have Ray Guns and the others do not, then one Ray Gun should be used per side. If you do not wish to split up, when camping on either balcony have the two people at the back with the Ray Guns and the two players at the front with MGs this will prevent the common cause of death, killing yourself with the Ray Gun. The two people at the front must crouch so that the others can shoot over them.
 * If the player has a Ray Gun, try to keep away from the zombies as it is easy to cause self splash damage, even through Juggernaut as this makes no difference to it. If the player is camping on a balcony (recommended) then he/she should stand behind other players to prevent this.
 * One tactic is that the players in the German weapon spawn open everything on their side to get to the power generator room, and turn on the power. This is because there are only three rooms to unlock and there are less places where the zombies can come in. Also, when you turn on the power, the door separating the two teams will open reuniting the two. (Hence the "POWER WILL REUNITE YOU" message on the wall.)
 * Another tactic is that the players in the American weapon spawn open everything on their side to get to the power room, and turn on the power. All the players should then unite in the kitchen of the American side, because there is no significant window between the kitchen and the power room. This way, all zombies come from one doorway or one window right next to the doorway, and since there are no windows from the kitchen hallway to the power room, if you should be overwhelmed, you have ample room to retreat.
 * Don't be afraid to use Bouncing Betties and Stielhandgranate. Every player receives two more grenades and bouncing betties at the start of each round. Bouncing Betties must be bought (1000 points) first to use them. They are very useful in bottleneck areas (staircases).
 * The electric barriers are useful if you are all cornered in a small area. However, bear in mind that a teammate who walks through it without the Juggernog perk will instantly be put into Last Stand, and will not be able to get out unless a zombie pushes him or the barrier turns off. It is also possible to keep reviving him until the power defenses wears off but it adds extraordinary numbers to the players downs.
 * Shoot one of the zombies in the legs (throwing grenades is effective, and Molotovs even more so) so that players can fix windows and walls while he crawls around. This is very effective because the round doesn't end so you can get points for fixing windows. Someone can avoid and play with him while your teammates buy weapons at the end of the round. Keep in mind, some zombies that are legless will move 2-3 times faster than Nacht der Untoten. Also, the crawling zombie will eventually bleed out on its own (the time seems to be less than in Nacht Der Untoten). Try to keep a zombie alive outside and continually repair the window he is trying to come in. If he is turned into a crawler he can't get you through the window and won't bleed out. The round can be extended indefinitely.
 * One tactic is to have the players on the right side go to the power room and turn the power on then go over to the left side, remove the couch, and camp out on the balcony. Have one player stand guard of the window on the balcony, another next to the switch to turn on the electro-shock defenses, and two other players towards the front of the balcony (as it attracts the zombies to only go to the balcony, not down and around the inner wall by the 'Double Tap Root Beer'). An alternate version of this tactic has the two players next to the Double Tap Root Beer instead of the front of the balcony. This has the same luring effect on the zombies, allows the player next to the electro-shock defenses switch to shoot through the gaps in the wall at the zombies as well and allows the shooting players to attack zombie coming through the wall. NOTE both tactics are useless if the other door is open.
 * Another tactic is to have the players on the left side turn the power on. Then have the players on the right side open the door to the 'hallway, but not open the staircase. Then have all the players camp next to the staircase. (Again, don't open it.) This tactic makes all the zombies come from 3 ways: the concrete wall, the windows, and the door that leads to the hallway. If there are a lot of zombies and you all get overwhelmed, go to the small corner and hope that you all will survive.
 * It is recommended that the player should try to stay out of one-way out parts of the asylum since you will be trapped, and there will usually never be an escape route from the oncoming zombie hordes.
 * If you are camping on the balcony nearest to 'Double Tap Root Beer', you can sometimes access the box through the window if it has been transported there by the teddy. This can be very useful on higher rounds, as it is all but impossible to go downstairs past round 20.
 * If a power up is dropped at the very end of a round, it is best not to activate it until it is about to disappear. Activating a power up as a round ends means that a significant portion of its duration will be wasted during the pause between rounds. Power ups begin to flicker when they are about to disappear.
 * If a max-ammo power up is dropped, try to give everyone a chance to reload. This power up does not replenish the ammunition inside of the guns you already have, only your reserve ammo. Powerful and/or rare weapons, such as machine guns and the Ray Gun, benefit from this the most.
 * Soloing - Offers less zombies and requires less need of your team/partner. A good strategy is to camp near the Mystery Box. Even though the German start is cheaper to get to the Generator room, the American side offers the Speed Cola, a NEED for soloing. Do not buy the Springfield, try to use the knife and your starting pistol the most to obtain a lot of points in the early rounds. Try to get past round 5 until sprinting all the way to the generator room (on your way up buy the Trench Gun). You should have accumulated up to 6000-8000 points, enough to buy Trench Gun + Speed Cola. Once you get into the Generator room, stand in the room, next to the doorway so you are looking out the door at a sharp angle. The zombies will be running straight at you. Don't worry the zombies are one hit kills with the trench gun close range. Now after you obtained Speed Cola collect points by camping the doorway again (you should be at round 6-7). This is easy due to the fact the trench gun is superior against zombies with such a fast reload time. Also Double Tap Rootbeer will increase your fire rate (the pump time in between shots is reduced greatly) and is a good idea. But, it is very hard to obtain with this tactic because you have to go to the other side.Round 8 you should have 2500+ points. Try to listen to the zombies,since you will be able to discover where they are coming from if you do not see them. The less sound they make the fewer there are, so you will know when there is a single zombie remaining if all sounds quiet. Leave the single zombie (preferably a slow moving one). Now when you think there is only one left back up away from the doorway and wall from mystery box. Camp in that corner and let the zombie get close to you then sprint around it. Buy the Juggernaut perk and if you have any left-over points try and move the couch to go upstairs on the German side. If you still have enough points buy the Double Tap perk. Now go ALL the way back to the mystery box, carefully maneuvering around the zombies. Camp the doorway and hope you get a MG/Browning. *Ray gun could be more harmful in the enclosed space* This is because if you shoot a zombie it could possibly turn into a crawler and you may not notice it. RUN AWAY before shooting the ground. Many people blow themselves up with the Ray Gun as they do not use it wisely. However, if you are skilled with the Ray gun it can become an excellent weapon. You will have to depend on luck, you will need the occasional Max Ammo drop (It's risky running out of doorway to grab ammo or another weapon, so only do this if you're desperate) and strong weapons from mystery box. (PPSh-41, Browning M1911, MG42, Ray Gun, FG42) It has been noticed that because the Zombies run in a line the faster ones may run around and you will tend to miss them visually, so remember to watch your back. The PTRS is good because it has increased damage (guess- 5x as strong or more) and can shoot through multiple zombies (it can take a while to reload though, so be careful).
 * A good tactic is that the people who spawn in German side should open up the power room. Then once everyone is in there open up the kitchen and the next room that has the Speed Cola. Since this room only has one window and one door,have the person with the worst weapons watch the window while the other three people guard the large door to the kitchen. However, it has been observed by people who use this tactic that zombies do not come from the window if you do not open anything in the American side, making it vital that the players on the American side hold out in the starting room until the power is on, then go up the stairs through the German side.
 * At the same time as the German side group opens up all of the doors to the electric room, the American side should also open their doors (except for the very last one). Once the electricity is switched on, the American side team can sprint to the electric room (through the German side) and everyone can camp there. This causes the zombies to be spread all over the map to every window, causing some of them to take longer to get to the players, and therefore giving players time to reload their weapons.
 * 1 less effective but somewhat fun strategy in a solo game is to open all the doors/staircases, have a flamethrower and PPSh -41 and all perks. Start in the room with the Thompson in it and run round the entire house, collecting the zombies and using the flamethrower when it is safe to do so. If a zombie is met in the corridor kill it with the PPSh-41 if you cannot run around it. Remember that there is a limit to how many zombies can get inside the house at any 1 time so zombies will start appearing at the windows but cannot get in, it is best to kill these first so as not to meet them in the corridor later.

Shi No Numa

 * When playing online with 4 players, it is a good idea to stay in the starting room because there are only 4 windows so every player can cover one. However, this is dangerous when one gets to Hellrounds because one might not have time to get better weapons and the weapons in the starting room aren't very effective against them.
 * Always reload cancel while in firefights. Waiting for the entire reload animation to finish could easily cost a player his or her life.
 * Try to camp in one of the four huts that will have the Mystery Box in it.
 * Probably the best weapon to buy in the beginning building is the Arisaka. It is cheap, and a single round is much more powerful than that of the Gewehr 43, thus more ammunition effective. Once round 5 has started, try and switch it out for something out of the Mystery Box.
 * There are two different strategies for dealing with Hellhounds. When the Hellhounds strike, the team can camp in a corner of a building, though it is almost a necessity if carrying two low mobility weapons, like the MG-42 or the M1919 Browning Machine Gun, and one player should have the M1897 Trenchgun, as it is always a one-hit kill against the Hellhounds (as long as all of the pellets hit). Another strategy is to go into the open and backpedal with a weapon with high mobility, like a Type 100, Thompson, PPSh-41 or a Ray Gun.
 * Having a person guard the front entrance with a machine gun is not a bad idea. Have the players with the lower rate of fire or lower damage weapons guard their backs or the windows.
 * Hellhounds always make their first appearance during or between rounds 5-7, so it is recommended one gets to the Mystery Box before this round and purchase more powerful weapons. The Gewehr 43 and the Arisaka in the players' spawn room are a terrible choice against the Hellhounds.
 * To survive longer, always camp wherever the Mystery Box spawns and use the Perk-a-cola and Electro-Shock Defenses to one's advantage.
 * There is always a 5,6,or 7 round grace period between Hellhound waves. Use it to your advantage early on to get better weapons.
 * If the hanging body is dislodged, any zombie or hellhound that touches it will instantly die. If one were to touch it, then they will revert to round one again.
 * It is more recommended that the player uses their pistol for the first round until they get 600 points so one can buy the Gewehr 43 which is slightly more effective against zombies than the Arisaka, or to simply use grenades and the pistol until they get 1950 points so they can open up the downstairs and get a weapon from the mystery box.
 * The water will slow you down severely, but if in water sprint and jump and you will get to land faster.
 * If the mystery box moves, it will be in the hut with a yellow light pouring out of the roof. This is an invaluable thing to know when playing on this map, as not knowing where the mystery box is will make the game much more challenging.
 * Though it is recommended that you play with a full, or almost full squad, it is still not impossible without one. Even playing solo, there are certain advantages, such as being able to go downstairs and grab a shotgun as soon as Round 3, as well as less zombies per round with less people.
 * Let one or two zombies in during the first rounds. If they carry Max Ammo power-ups, then the pistol can be used for a longer time, negating the need to buy an Arisaka or a Gewehr 43.
 * Try to stay away from the Storage Hut. It is a tiny area with little room to run if zombies break through your defenses.
 * At the start, it is the player's decision to open either the stairs or the Warning gate. They both have advantages and disadvantages.
 * If the player is compromised at the fishing hut,they should run away and activate the flogger. This will kill any zombie instantly. Be ready to defend from the other side. But be careful because crawling zombies can get under the Flogger so be sure to check the ground back every few seconds.
 * A useful strategy for solo play is to knife every zombie in rounds 1-3. Once the player gets enough points to open a door and use the Mystery Box they should do so. This is one of the two luck portions of the strategy. The weapons one should try to get are the PPSh-41, MG42, or Browning M1919. The Wunderwaffe DG-2 is also useful. Once you get a play that you pull one of these weapons, camp outside the door leading to the swamp by the doctors quarters for rounds 4 to whatever round the hellhounds spawn. Kill them all and pick up the Max Ammo that is left behind. It is advised to have weapons fully reloaded, as more ammo is received. The next round open the path to the Doctor's Quarters and trek across the swamp to the hut and open it. This is the second luck part of the strategy. It is 100 percent essential that Juggernog spawns in the doctor's quarters and you buy it. If you are lucky buy Juggernog and wait at the hut killing the zombies. Once you get into the heavy rounds 15+ wait until you are just about to be overwhelmed take advantage of the zipline. It is completely optional to try your luck at the Mystery Box on your return trips or open another hut to get a new perk.
 * A strategy that can be used to get to a high level is going to the Comm Room and camping there regardless of where the mystery box is. This can only be done solo.If more than one person is running the Comm Room the zombies will lose the regular pattern they have of following one person and break into small groups and become extremely hard to dodge and kill.The strategy requires you to have a Trenchgun, or at least a strong weapon. The ideal weapon combination is a Trenchgun and Wunderwaffe DG-2, but you can survive with a gun like the PPSh-41 or Ray Gun,but be careful as the Ray Gun can kill you if shot to close to zombies or dogs. This also requires you to have at least Juggernaut. The strategy is to run around the wooden platforms of the outside of the Comm Room. You need to dodge all zombies that come toward you. When all zombies are following you, turn around and shoot them all with your weapons. This can be with only one player as the pattern the zombies move will be broken, with the player having the Wunderwaffe DG-2 and a good weapon luring the zombies. The other players go to the bridge in the Fishing Hut,this means that in high levels most of the zombies will go to whoever is in the Comm Room and it will leave the other players on the Fishing Hut Bridge only 20 to 30 zombies each round door. When the Hellhounds come, go to the outside corner of the hut. The Hellhounds do not go on the swamp, so they only go from your right or left, both in very sparse numbers (1 or 2) each time.And the other player at the Fishing Hut go inside the Fishing Hut in the back where the small room is located.
 * A great two player Strategy is to stay upstairs until round 3 or 4, then open up the downstairs and buy from the Mystery Box until one has good weapons. Afterward, buy only Juggernog, Speed Cola and Quick Revive. After, once both players have good weapons, split up.
 * Because this is a large Nazi Zombies map and there are multiple routes through the swamps to each hut, this is the best map for running and gunning. If all doors are opened and the zipline is activated the best route, starting at the flogger is:
 * 1) Run halfway towards fishing hut, turn and fire.
 * 2) When the zombies are very close run the rest of the way, stopping just before the ramp into the fishing hut.
 * 3) Turn and fire. When the zombies are very close or you are attacked from behind run through the swamp. Dodge or shoot any straggling zombies/crawlers that may be in the way(this is easier than it sounds).
 * 4) When you reach the other side run through the gate and activate the flogger. Use this time to grab any ammo or weapons needed.
 * 5) Head upstairs to the zipline (it doesn't matter if the zipline is there) and stand in the corner. Watch the area depending on whether the warning gate is open.
 * 6) When you are eventually overrun, backpedal off the side then run into the building back to the flogger.
 * 7) If the flogger is still running head to the Comm's room. If not, repeat this process.
 * 8) If the stairs are closed, stop and fire at zombies. If you are attacked from behind, open the stairs and repeat from 5. If the stairs are open, or when the zombies are close run towards the comm room along the wooden path.
 * 9) Stop when you reach the small hut. Turn and fire until the zombies are close, then run towards the comm room.
 * 10) When you reach the comm room stop, turn and fire. When the zombies are very close turn and run to the end of the path, through the swamp and into the main building and quickly buy any ammo and repeat this process.
 * A solo strategy can be considered cost-effective, as you will earn more points, have less zombies, and don't have to get Quick Revive or revive people.
 * 1) Start out via just knifing zombies
 * 2) When you get enough points to unlock the Warning Gate and open the Mystery Box, do so.
 * 3) Since you only have a Colt, any weapon would be good.
 * 4) Stick around in the back by the Comm Room Gate. If you have a relatively good weapon, then camp back here with your weapon, and go for the box once a round. If not, then keep on going for the mystery box until you have a good weapon.
 * 5) After Round 10, create a crawler or two and open up the fishing hut and if it has Juggernog get it. If Speed Cola, still get it, because it is difficult to survive Nazi Zombies without Juggernog and Speed Cola. Another problem players face is actually getting to the huts, this problem can be easily solved. Just make a crawler towards the end of a round when you have about 7000 points, then go for the above perks (First opening the Fishing Hut, then Storage, then the Doctor's Quarters, never open the Comm Room itself) but something that should be noted is that 3 zombies will spawn every time you open the space before you get to a hut
 * 6) When going for the Mystery box, you should be trying to get a Wunderwaffe (And a Trench Gun or a PPSh, but the PPSh is risky. Save the Trench Gun for the Dogs since it's a one hit kill always, and simply run around with the Wunderwaffe until you have a big group. At most, you will need four shots to take down the zombies)
 * 7) Perks that are recommended are Speed Cola and Juggernog. While Double Tap isn't necessary if you have done this tactic, it is helpful when Running and fighting the Dogs.
 * 8) Without Speed Cola and Double Tap, it is easy to die on the Dog Rounds, as you need Double Tap to pump faster, and Speed Cola to reload faster.
 * This strategy can be done with any amount of players
 * 1) Start by shooting the zombies four times and then knifing in the first round, and eight times in the second round. Make sure to let them in.
 * 2) If everyone has enough for the Mystery Box once and one person can open the Stairs while still using the box, do so. If not, stay in for one more round. Make sure not to buy any weapons off the wall.
 * Now, you have the choice of getting the Thompson or the Mystery Box. If playing solo or with Four Players, then get the Thompson. If in between, then use the box.
 * 1) After the Hellround, start trying to move the box. If it spawns in the Doctor's Quarters or the Comm Room, then follow it. If not, then open the Doctor's Quarters in order to Activate the Zipline.
 * 2) Have the people with the best weapons at the front, the person with the third best weapons at the window that also has access to the front when shooting, and the person with either the Flamethrower or the worst weapons at the other window.
 * 3) If it is Juggernog or Speed Cola, not only get it, but do the box glitch in between rounds when getting it. You can also do so with Quick Revive or Double Tap and down yourself for more weapons, but if you are in the front, it typically isn't a good idea to lose your perks.
 * 4) Once the Box moves (Round 10 or 11), don't follow it, and create a crawler at the end of the round. Then, if it's in the Comm Room, then you can follow it. Possibly the Storage if you have good weapons, but NOT the Fishing Hut, as it has three windows and it is hard to guard all of them.
 * 5) During Dog rounds, everyone must get into a corner. Have the person(s) without an MG, Ray Gun, Trench Gun, or PPSh in the back behind others so that they don't get damaged while taking out the Dogs
 * 6) Once everyone has good weapons (ALL have a Ray Gun, one has a WunderWaffe, one has a Flamethrower, if Glitching All must have an MG/PPSh as well, and if glitching, a Trench Gun for the Dogs), EVERY PERK (That includes Double Tap), Betties, and the Zipline back at the Main Hut, then everyone gets on the Zipline. Have Three people looking to the right, and one with the Flamethrower watching the window to the left. People on the right must be up a bit so that the other window doesn't have the Zombies go to the Flamethrower person. And when overrun, use the Zipline, run into the Doctor's Quarters, the one with the most points must turn on the electricity, and people without ammo or little left should use the box up to three times (Or do the trick with the Air Gun if you have all weapons) in order to get ammo. If weapon glitching, keep a BAR to get ammo off the wall instead of using the Box.
 * 7) When the electric barrier wears off, tell everyone to get on the zipline immediately and move right as everyone gets on.


 * 1) Also, you can use the Wunderwaffe when you see the Horde coming back through, and if you see six or more zombies if you feel as if you aren't using it much.

- Another solo strategy:
 * 1) If Overrun and the only one left, drop off the Zipline and run for the Comm Room Pathway. Run around, and once all zombies are grouped up and not spawning, either activate a trap or kill them with your weapons.

1. It is best to get as much points as possible early on. Start off round one by just knifing or shooting in the head. Do this until round 3 or 4. 2 Open the door and buy the Thompson (for racking points up) and the Trenchgun (to kill dogs and to use for emergencies). Camp near the random box until rounds 7 or 8. 3 On round 8 or 9, keep a crawler. Open the Comm Room (it is where the Mystery Box is) and the next room there. Try to get Juggernog in the Comm Room. If it is, do not bother opening the Fishing Hut, Doctor's Quarters, or the Storage Huts. If it is not, continue your search in these areas. 4. Once Juggernog is acquired, circle the area in the comm room. Try to gather as many zombies as possible before you shoot any. 5 Try to get the Wunderwaffe DG-2 in the box; as it may be necessary in the high rounds. Be careful with it because you can permanently lower your health if it is shot too close. 6 This strategy requires you to keep moving. Try not to stop for anything in the middle of a round.

Solo Strategy
(NOTE: This also works for the Thompson side, so if you like that gun better, by all means use that room) Start off with killing zombies until round 3. Near the end of round 3, open the Trench Gun doors and buy the Trench Gun. Head to the Mystery Box and buy a gun from there. Do not activate the power yet until you have killed all the dogs. Leave a crawler after the dog round, then proceed to activate the power and link the teleporters. After linking all the teleporters, upgrade your Trench Gun and camp at the drop-off on the side of the Trench Gun room. Make sure to buy Juggernog, Speed Cola, and Double Tap, respectively, as you progress through the rounds. The reason to buy Double Tap is that it increases the pump speed of the Trench Gun, thus not really wasting ammo (NOT recommended if you are using the Thompson before round 15). Buy Bouncing Betties, too. Stay there until the zombies are about to overwhelm you and then jump off. If the zombies completely overwhelm you, turn on the electric switch on the wall of the little room, NOT the electric switch facing the Teddy Bear/Mystery Box. Immediately run back to the drop-off and turn on the electric switch in the Trench gun room if you need to. Feel free to buy more Trench Gun ammo off the wall while you are running if you run out of ammo and use the Mystery Box after you have left a crawler to get the Wunderwaffe and Monkey Bombs. Continue until about round 15. At this point, you may need to turn on the electric barrier almost all the time. However, this time you should turn on the electric switch facing the Teddy Bear/Mystery Box and then run to the balcony, using the Wunderwaffe if necessary to clear a path, and camp there near the window. When the zombies are about to overwhelm you, quickly zap the zombies with the Wunderwaffe below you, jump off of the balcony, turn on the electric switch on the wall of the little room, sprint back to the Trench Gun room, and turn on the electric power there if you need to. After round 20, do the same thing but instead consider using the teleporter near the balcony. Wait for the zombies to overwhelm you and then teleport, as the electricity from the teleportation device will kill them near you. Dogs will most likely continue to spawn if you use the teleporters too much, but do not worry about that. Also, the Trench Gun will not be as useful for killing the zombies at this stage, but is a great ammo saver as you can just buy the ammo off of the wall while you are running with no need of surviving until the end to use the Mystery Box, and will give you much needed points.

Tips:


 * Try to shoot as much as you can with the Trench Gun instead of the Wunderwaffe, as you need all the points you can get for this to work and not run out of ammo. At the start of each round, after about 25, make sure you have at least 20000 points so you can activate the electric barriers, teleporters, and upgraded ammo from the wall. You will be teleporting/buying ammo A LOT in these rounds.


 * Contrary to popular belief, it is NOT necessary to activate the electrical barrier every time. Sometimes it is better if you do not, as it saves money. However, activating it from time to time will save your life.


 * Use your Monkey Bombs only when you are trapped
 * Always keep at least 1 zombie in the Trench Gun/Thompson room after you use the electric barrier, otherwise, zombies will start spawning behind you.


 * In the latter case, if you see a large group of zombies that will block your path when running up the stairs in the Trench Gun/Thompson room and the electric barrier stopped working, quickly pull out your Wunderwaffe and zap the zombies that are running from the electric barrier door. This will give you enough breathing room to zap the zombies that are coming down the stairs.


 * Be careful of using the Wunderwaffe in extreme close quarters, as you may damage yourself and lose your Juggernog perk!
 * Plant Bouncing Betties on the drop-off and near the electric barrier switches.

Solo Strategy (iPod/iPhone Edition)
This strategy is for the mobile version of Nazi Zombies Der Riese. It does not work as well on console due to different lengths of waves, guns, etc. So for level one, try to line the zombies up for collateral damage. If you succeed in getting collateral shoot them twice then knife so you can get the highest amount of points. If you cannot line them up just shoot them once then knife to save ammo. On round two do the same but with two shots. Don't buy a gun from the wall yet, at the end of round two you should have at least 2500 points. Buy the doors that lead to the hanger (right side) and goto the mystery box spawn area. It's your call whether or not to turn on the power (I personally do so they all do not come from up top). Now just shoot them twice than knife to get enough points for the mystery box. Once you have enough buy a random gun (Don't worry I've gotten the Molotov, Kar, and Gewher in my first three tries and still succeeded.). Keep trying to get a random weapon until dogs come. (which is usually round four or so) When dogs do come hide behind the power box and iron-scope your weapon once you see the lightning appear. Once dogs is over keep trying to get a good weapon until you get the flamethrower and wonder waffle, or until round ten. If you do not have both these weapons by round ten (unless you have something better, in that case keep trying) buy the FG-42. After that I save up points to open all the teleporter doors. (I usually go in order [Hanger, Animal testing Lab, Mystery Box]) Once you pack-a-punch one of your weapons (if you followed the strategy pap the Flamethrower first) and get to around round 15 and have disposable income buy Juggernog and Bouncing Betties (Speed Cola is not of much concern but should be purchased for the Wonder waffle). Start planting Bouncing Betties on the door frame to the teleporter beside the Bowie Knife (If you have enough money, buy the Bowie knife, but it's not a big concern) and then turn on the electric barrier by the bridge. Once the barrier is on just take care of the zombies that spawn in that area with the flamethrower. Once the barrier is done for run to the teleporter and pull out your wonder waffle and wait for them to clump up then shoot them. If you are really getting overran in higher levels teleport (Taking some with you of course) and then run to the hanger Room and turn on that barrier, then just wait. Repeat this strategy (I got to level 107 before I got careless with monkey bombs and trapped my self on the catwalk)

DOGS

For dogs afterwards just go to the cat walk because they spawn on the ground so you will not be overran and just torch 'em.

Strategy 2 ( to be attempted by those who can use the knife to maximum efficiency, and knife several times without getting killed):

Round 1: Wait for the zombies to enter, then fire two shots into them and knife.

Round 2: Shoot the zombies 4 times, then knife.

Round 3: Gather a crowd, then fire into it, but don't kill any of the zombies using gunshots. Kill them with the knife.

Round 4-6: When the zombies get too overwhelming, open the door with the double-barreled shotgun. Buy the double-barreled shotgun. By this point, you should have racked up enough to switch open the garage (room with the Thompson),and open up the stairs. Switch on the electricity as soon as possible. Buy Juggernog ASAP. If the hellhounds come, use the shotgun on them, but don't use it for the zombies. Only use the pistole and knife if you have Juggernog.

Round 7-13: When you have enough points, open the door with the Bowie Knife, and buy the Bowie knife. Use the Bowie knife in conjunction with the pistol, but try to leave some crawlers at the end of a round. Link the teleporters, and start opening up the teleporter areas so you can get to the pack-a-punch.

Round 14-20: By this point, electricity should be on, Bowie knife should be purchased, and most perks should be too. Make sure you buy Juggernog first, Speed Cola next, and Double tap after. Only buy Quick Revive if you are playing multiplayer, or are bored enough. Once the pack-a-punch is accessed, PaP your Colt M1911, assuming you have not traded in this weapon. After that, PaP the double-barrel. Do NOT buy the trench gun, as it's only advantage is magazine size and RoF. The Double-Barrel has enough power to give a 1 hit kill until around round 15.

Round 21-34: At this point, use the mystery box to try your luck for grenades. Only trade your current weapons if it is a Wunderwaffe, or a Ray Gun. When you get to this point, you should either run around the top of the Bowie knife area and make sure to NOT hole yourself up in a area with only one exit, or you should be bored enough to quit the game and play something else. Hope this helps. Got to round 150 with it.

Strategy 1
An excellent strategy is to wait until about level 3 and then proceed to turn on the power, alternating who opens the doors (based on who has the most points). After activating the power, it's suggested 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 the players have all the teleporters linked to the mainframe by round 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, the player should use a grenade to turn the last zombie(s) into a "crawler". It is also recommended to camp by the power until the Teddy Bear comes. If it moves close to the mainframe, have one (or two) people camp at the mainframe and have everyone else link the teleporters. When the Mystery Box moves to the catwalk, head there immediately. This is a good sniping spot. Some people like to put one person at the window(where the zombies come through), one person sniping down at oncoming zombies, and two 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 nobody can get it. Having everyone in the Mystery Box corner aiming down the catwalk is more effective as the zombies can only come at the players from one direction, making it less likely for someone to be downed. One person should occasionally be looking down at the power generator alleyway to relay how many zombies are still coming. This is important as the players should save a zombie at the end of every round in order to buy perks, Pack-a-Punch weapons, or get ammo off the walls. If done properly one person 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 the players camp, just in case a zombie or Hellhound makes it in close. By level 20 the players should have at least one decent upgraded gun, Juggernog, Speed Cola, Quick Revive and the Bowie Knife. There's also a good chance that someone will have Monkey Bombs. From here, the players should continue to save "crawlers" at the end of each round, or every second round, in order to refill wall-based weapons, and to re-buy any perks that might have been lost.
 * 4-Players recommended and headsets are also very useful but not necessary.
 * Note: The players want to have access to either side's weapons (Trench Gun, Thompson, Double-barreled shotgun, Type 100, Mystery Box, etc.) before round 5 as Hellhounds start to appear at round 5+ and are more difficult (and almost impossible) to fend off using the starter room weapons.
 * 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 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).
 * Note: The players' formation should be two people in front and two in the back. The two players in front should ALWAYS be crouching and should be the ONLY ones attempting to get power-ups. Also, the players should try taking turns firing (2 people firing at a time). There's no need for all 4 players to be firing at once. This is just a huge waste of ammo and leaves the players open when everyone's reloading at the same time. Help out if the players in the front absolutely need help.

If the players use this strategy, be warned: it is very difficult to escape from the cat walk area if the players are getting overwhelmed. Virtually every exit has zombies swarming around, and any mines that could help would be destroyed during the round. Be confident that the team has powerful weapons and that the team will last a long time, because there is not much in the way of escape. However, the players can beat this lack of escape by putting one person on the catwalk barricade, one on the tunnel, and two guarding the door to the building, though this yields the same problems as the strategy above as one player WILL occasionally get downed, both these downsides to these three strategies make some players prefer other strategies (SEE BELOW) or simply prefer a Run-and-gun style of play.

Strategy 2
This strategy has been used to get to very high rounds.
 * Another strategy that involves four 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.
 * Make sure to lose the G43 before round five, grab the trench-gun to kill the Hellhounds, and get the mystery box as fast as possible.
 * 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 the players should buy one of the weapons (Have at least three 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 Thompson 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 opens 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 Thompson afterwards.) After everyone has bought a Thompson, the player who has the most points, or one of the two players who did not open the first two doors buys the barricade up on the stairs leading to the mystery box.
 * From rounds 5-10 the players should camp in the alley 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 the players do not want it to move. Also, the players should try to get Jugger-nog, Speed Cola and Quick Revive. Before Round 11, players should have linked the teleporters, have the three perks and should have a better gun than the Thompson (e.g. MG-42, Browning M1919, Ray Gun, Wunderwaffe DG-2, PPSh-41). Now, the players can no longer camp in the alleyway because the factory door behind you is opened and the players will get attacked from behind. So, the players should use strategy one 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 the player has a Ray Gun and the player tries the Mystery box and the Wunderwaffe appears, the player should not take it. The same applies to having a Wunderwaffe and a Ray Gun appears).
 * Now, at the end of round 14, the players leave a crawler and head to the camping spot (Once again, one player needs an upgraded Ray Gun, and another needs an upgraded Wunderwaffe. The other two players need an upgraded gun too.)
 * Head to the left balcony by crossing the bridge and have the two players with the Ray gun and Wunderwaffe watch the bridge.
 * 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.
 * Have all four players buy Bouncing 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 the player 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.) Also, some should be put 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, when a dog round comes, 5-10 Hellhounds 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 Wunderwaffe 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 their second gun. Although zombies can attack through windows, if the zombie is standing to your left and breaking in, simply stay to the right almost on an angle and repair the one plank he keeps breaking off.

Note: if the barricade leading down the stairs to the Trench gun is opened, this strategy is rendered irrelevant.

What to have: Players up near bridge: Players watching windows: ESCAPE ROUTE: Possibly the most important aspect of any camping spot is the egress route. When the round is almost over, have a player hold a zombie at the window or keep a crawler. Then, the players should go to the first floor (entering via the door under the MP-40) and place spare Bouncing Betties along the path from the staircase (the one that is near Jugger-nog) to the teleporter behind the animal cages. When the players get overwhelmed, they can unlock the barrier on the staircase from their camping spot and run down the path. The mines will hold the zombies off for a while. One player can go to activate the electric barrier in the area to hold off the other zombies while the rest wait at the teleporter. When the zombies get right in the teleporter, activate it to kill the zombies and escape. The hiding spot will be compromised, but the players will still be alive to try something else.
 * 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 (Double Tap is questionable but is a MUST for later rounds as it increases the killing rate).
 * Bouncing Betties.
 * Speed Cola, Jugger-nog, and Quick Revive (See above for Double Tap).
 * Two Good upgraded guns (ex. Ray Gun, MG42, Browning, PPSh-41, any fully automatic besides the upgraded M1A1 Carbine)
 * Bouncing Betties.

Strategy 3
You need 3-4 players.


 * Stay at the starting point until round 4 and have one person keep a zombie at his window.
 * From there you should have enough points to open the way to the mystery box area. Buy the door to the double-barreled shotgun, then the door to the Thompson, and then the debris blocking the top of the stairs. Do not open any doors around the M1A1 Carbine!
 * Once you are at the mystery box,turn the power on and camp there until everyone gets satisfying weapons, or until someone comes upon the dreadful teddy bear. If you do get the teddy bear when everyone has bad weapons(rarely), then you should go to the new mystery box area and stay there until everyone gets what they need.
 * When you are ready, go where the M1A1 Carbine is located by traveling outside. There will be only 2 ways the zombies can get to you form there, and 2 ways to escape if you get overwhelmed.
 * Have one person kill zombies at the window in the back, and have everybody else line up around the barrels and kill zombies that come from the long alleyway where you came from. There is another window that is around the corner of the M1A1 Carbine, but if you are back enough then it should not be a problem.
 * If you need to activate the teleporters or buy perks and weapons then have the person who is watching the window keep a zombie alive so once it is only that zombie left, then the players watching the alleyway can go buy stuff and once someone is done buying things they can take the place of the player watching the window so he can go buy things too. When everyone is done buying things you can kill the zombie and continue on to the next round.
 * If you get overwhelmed you can open one of the 2 doors surrounding the area and make a run for it. To prevent this you can have everybody buy Bouncing Betties and lay them in the corner next to the window and when things get out of control just run to the corner of Betties and try to get back in order form there. If this does happen, then have all the players run to the catwalk where teleporter C is located. There should be a spot where the mystery box could be, just camp there the rest of the game.
 * When a hellhound round activates, have all the players gather in the corner by the window and kill all of the hellhounds until the round is over.(If you put the Betties in the corner then they will help kill the hellhounds if they get too close)

Strategy 4

 * Stay in the starting room until round 4-5, and then open either the Thompson or Trench Gun sides, and then buy the weapon each side is known for (M1 Thompson, M1897 Trenchgun)
 * Camp in the room you opened until after the hellhounds come, and then head into the power generator room, and then open the mystery box and try for a mobile and powerful weapon, a PPSh-41 or a Ray Gun, and then try for a good backup weapon from which ammo can be purchased off the wall when upgraded, a Thompson and Double-Barreled shotgun are the best choices as a shotgun can make a good dent in a pursuing horde of zombies and a Thompson has ammo available off the wall.
 * Then, stay in the power generator room until round 10. Then, save a crawler at the end of the round and then proceed to buy perks and open up all other factory rooms and doors, and activate all teleporters (Especially teleporters as they can make a good escape route and it's likely get a max-ammo power up or nuke to possibly give you a chance of refilling empty weapons.)

By round 15, you should have:
 * Your PPSh or Ray Gun upgraded


 * Your back-up gun upgraded


 * a Bowie Knife and Monkey bombs

Then, the final part, run laps around the factory.
 * The perks Jugger-nog and Speed Cola


 * Its a good idea to make stops at teleporters to eliminate any crowds of zombies trailing you.


 * If the zombies are right on top of you on the teleporter, simply activate it and teleport as any zombies in the electric vicinity will be automatically killed.

This strategy has been used to get to very high rounds (50+), and is significantly a better solution rather than camping as you have more escape routes and in case the zombies corner you, if you have enough time, simply grab a possibly dropped Nuke power-up or throw a monkey bomb and escape the area.
 * It's also a good idea to activate electric barriers to kill any zombies trailing you and is an excellent way of conserving ammo.

Strategy 5
''To start this strategy off you will need four friends and headsets. For rounds 1-4 one person gets each window and lets the zombies in. Once they're in knife them and try to get max ammo by round 3. Between round 4 open the two doors leading to the Thompson room and get everyone to buy a Thompson. Camp in that room until the end of round 5 then proceed upstairs to the power. Those who have enough points can stay on the balcony to get juggernog and lay waste to the zombies coming from the Thompson room.Once the Hellhound round comes, stay together down by the mystery box. Make sure everyone has reloaded before you get max ammo.''


 * During rounds 7-13 try to get better guns, link the telaporters and get other perks.THIS IS THE IMPORTANT PART!!!!! When going to link Teleporter A open up the staircase by Juggernog and go to link it. ALSO DON'T OPEN UP THE DOOR LEADING TO THE Trench Gun HALLWAY OR THE DOOR LEADING TO THE M1A1 Carbine!!!!!!! Once everyone has one or two decent upgraded weapons, Bouncing Betties, Monkey Bombs, Juggernog and Speed Cola proceed to where the M1A1 Carbine is. Assuming you did what I said about opening up the staircase one person watches the window in the back while the other three people watch the front hallway. At the end of each round put spare Betties in the Trench Gun hallway and re-stock on wall based weapon ammo.

Weapon Combinations
 * If this area gets overran open the door leading to the Trench Gun hallway. Once everybody is through the door activate the electric barrier and run to the teleporter. Your Betties should hold of some of the zombies coming from the staircase. Once at the teleporter kill the zombies approaching and teleport at the last second. Once back at the mainframe try to make your way to the catwalk for a last stand. Once in the courtyard by the power switch activate the electric barrier to hold off remaining zombies. Once at the catwalk try and hold out there as long as possible, until your eventual death.
 * 1st player- upgraded Ray Gun, non upgraded Wunderwaffe
 * 2nd player- upgraded Ray Gun, upgraded PPSh, MG42, Browning, etc.
 * 3rd player- upgraded Trench Gun, upgraded FG-42
 * 4th person watching window- upgraded Flamethrower, upgraded Double Barreled shotgun

Perks and such


 * 1st 2nd 3rd 4th player- Juggernog, Speed Cola, Quick Revive, Bowie Knife, Monkey Bomb, and Bouncing Betties

Strategy 6
Stay in starting room until the hell hounds come. One the hell hounds are gone, everyone should buy a G43 and a Thompson. Have one person camp at the Catwalk, another at the bridge, one at the mainframe, and another in between the mainframe and the catwalk. Create a crawler at round 8 and activate all teleporters, get good guns, etc. Do not open rubble leading up to stairs in the animal testing room. Kill the crawler and get back to positions. At round 11 have the person guarding the main frame team up with the player in between and get to round 18. At round 18 create a crawler and have the two people team up with the player on the bridge. Stay here until the pressure becomes almost unbearable. At this point, everyone needs to team up at the catwalk and work their way to Juggernog machine by round 25. Create yet another crawler and get all perks, rebuild barriers, etc. Camp here with Betties and Monkeys until round 30. At round 30, find your way to the catwalk and camp here till round 35. At round 35, the mean part comes. Find your weakest player and set him in teleporter to have him take the load off you and if he gets downed, throw a Monkey Bomb and revive him. If he teleports, let him find his way back here but guard the courtyard for him. Everybody should team up at this point and move down to the crawlspace under the quick revive machine. Camp here until round 40. Then go to Juggernog machine. At this point every five levels switch out between the Juggernog space, the catwalk, and the crawlspace. At this point, sacrifice is going to happen so you will need the weakest player to act and a monkey bomb. Have some one with a wunderwaffle get all the zombies around him until he dies then finish the round and revive him (do not wait to long to revive him if he dies you are screwed). At round 60 buckle up and get ready to find new guns cause someones gonna die if they have not. Do not risk reviving some one unless you know you can without injuring yourself. This can be used to get to unknown levels.

Srategy 9
 ﻿ ''The goal of this strategy is to get Jugger-nog as early as possible. For 1 person.''

In the first round, let the zombies out of the barricades, you need power-ups. Shoot each zombie 6 times. At round 2, o the same thing except with 8 shots. At round 3, melee the first amount of zombies until you get overwhelmed. Then open up the door on the right and buy a carbine. Then, aim for headshots until the round ends. On round 4, open the trench gun doors and aim for headshots like last round. At the end, leave 2 zombies alive and run and clear the debris, turn on the power, and grab Jugger-nog and Betties if you have enough points.. Kill the zombies. For the hellround, camp on the bridge and shoot the hellhounds with your Carbine After the hellround, run and open teleporter C and buy the STG-44. Camp on the catwalk. Once you get 3000 points, go and grab Speed Cola. Buy the end of round 9, you should have at least 7500 points. Make a crawler and link the teleporters. Then put the STG-44 in the packapunch machine. Kill the crawlers and get to the catwalk. Kill the zombies till you have enough points for the Bowie Knife. Kill the hellhounds. At about round 20 you should have about 25000 points.Make a crawler. By random weapons till you get MonkeyBombs, Ray Gun, and Flamethrower. Pack-A-Punch these. Now, you should start rounds out near Double Tap and shoot the zombies. When you get overrun, take out the Flamethrower and burn the zombies. Then rush to the catwalk, take out the Ray Gun, and hold out there. At round 35, buy Double Tap. Repeat this till you die.

Kino der Toten
First,in the lobby,shoot the zombies 5 times and knife them.on round 2, shoot them 8 times and knife them, etc. This will get you lots of points to open the next couple of doors.if you are on solo,get quick revive at the start of the game.

Stay there until you struggle to kill the undead. Next,open the door up the stairs. Then open the next door quickly because it is difficult to defend yourself in there. Get the gun down the stairs and hold off there until you have at least 2500 points. You should try and stay there until dogs come and then open the next 2 doors quickly together because the dressing room is a death trap. Just run through even if the mystery box is there.

Next,you can either turn the power on the get juggernaut and link the teleporter, or hold off for a bit because when you turn on the power, more zombies and crawlers will come. Juggernaut costs 2500 points and is a must if you want to last for a long time. Your next priority is to get a random weapon. Leave a crawler at the end of the round and go and search around the map to find the mystery box. Try until you get a good gun(ray gun,HK21,thunder gun,etc) and go back to the stage. Kill the crawler and get ready for the next round!

You will have to get into a pattern called a train. Walk around the stage, weaving in and out of objects to funnel the zombies into a tight line. Then shoot into the pack because you will get collateral damage which will earn you points to pack a punch your gun. Repeat this for the rest of your game.

When you get enough points to pack a punch your gun, wait until the middle of the round and use the tele porter. Pack a punch your gun and throw frags down onto the stage to kill the remaining zombies. When you teleport back to the lobby, run a lap around the map. Go through the way you got to the stage, this will get them into a good train again. Watch outfit the 1 or 2 zombies that will wait for you.

Pack a punch another gun. The first pistol you get is the best gun to pack a punch because it turns into a grenade launch which is great for tricky situations! Keep running trains until you will eventually die.

Strategy 1
Round 1: Let all the Zombies in and only use the knife. Repair all the barriers before advancing to the next round. Do not buy any weapons or Quick Revive.

Round 2: Stay in the starting room. Again, let all of the Zombies in. Shoot the Zombies six times, then knife them. Avoid using Insta-Kill this round. Again, don't buy anything, and don't forget to repair all barriers before going to the next round.

Round 3: Knife the Zombies at the windows. When too many Zombies break in, Open the doors into the hallway and buy the MPL. Kill the Zombies with the MPL while aiming for headshots. Repair all of the barriers before going onto the next round.

Round 4+: When at least 7,000 points are acquired, use the elevator. Open every door until the Mystery Box room is reached, or until the M16 room is reached. If it can't be reached, use the MPL until enough points are acquired to access another weapon. Buy the Claymores as soon as possible, but don't deploy the Claymores until the Tech Round. Find the Mystery Box, get a weapon, then turn on the power. Use the teleporters, and fight back downstairs, and repeat. Make sure you're down stairs by a teleporter whenever a round starts. Buy all the perks needed, and activate the DEFCON system whenever possible. Pack-a-Punch when possible.

Pentagon Tech Round: Place all of the claymores in a straight line leading into the service elevator (the elevator that leads into the labs) and back yourself into the elevator. Use the most powerful weapon equipped and fire on the Tech until he goes down. If the Tech gets too close, switch to the weaker weapon so he steals that. If the Bonfire Sale is activated, go the Pack-a-Punch machine and upgrade a weapon if you have enough points.

Strategy 2
Round 1: Shoot each zombie three times before following it up with a knife. Hit your repair points cap and buy a revive this round.

Round 2: You should have 16 M1911 shots left. Buy the M14, then fire eight M1911 shots into each zombie, then follow up with a knife. When the M1911 is depleted, swap to your M14 and shoot each zombie once, then knife them. If a max ammo is dropped, fire an M1911 magazine into each zombie then knife them.

Round 3: Fire two M14 shots into each zombie before knifing them. When the number of zombies gets too much, simply go for headshots with the M14. You may want to open the door to the MPL room this round. Do not buy the MPL, there is little point in spending 1,000 points of a weapon when the same effect can be achieved with the M14 for half the price.

Round 4+: When at least 7,000 points are acquired, use the elevator. Keep heading downstairs until you reach the bottom floor. Once there, buy the AK74u and turn on the power. Then either find the correct teleporter or take the elevator back to the War Room, depending on how much time you have.

Hopefully you will have at least 2.500 points, use these to buy Juggernog. This will make any minor misjudgement far more forgiving. For now, try to get enough points to open first the blockage opposite the stairs, then the blockage below them. Use this pathway to run circles around the War Room while mowing down the inevidable queue. Once there are not many zombies left, you may want to use the teleporter to return to the Laboratories to buy more AK74u ammunition, if you are running low.

If The Pentagon Thief pays a visit, let him steal your M14. Then try to predict which hallways he will take, firing your AK74u into him while you have sight of him. With a bit of knowledge of the path he usually takes, this should be enough to kill him and get a Fire Sale. Head back up to the War Room, here you will get about two uses of the Mystery Box for the 10 point price garnered by the sale. Swap out your M14 if you get something worthwhile.

From here, simply rack up more points by leading the zombies around the War Room. If you at any point decide to buy another perk, Pack-a-Punch your weapon or try the Mystery Box again, do so when there are few zombies left.Speed Cola is very advisable for this map since there is very little margin for error, especially when timing is concerned. The Bowie knife may be worth considering given the fairly close confines involved.

Once you have all desired perks, weapons and upgrades it is mainly a question of avoiding mistakes. If any power ups are dropped, do not turn around to get them but keep going, it will not have disappeared by the time you finish the lap.

Tatic #3:

Round1: Right of the bat buy a Quick Revive. Let all Zombies in then Knife them, saving one so you can Rebuild.

Rounds 2-4:same as round 1 but buy a M-14 in round 2 and shoot each zombie once,then knife, then twice and so on.

Round 5 :Make a Crawler and then buy all the stuff (elevators and everything) to get to the power, turn it on and kill the crawler.Make sure you have a stakeout.

Round 6 and on:make a line of zombies turning the DEFCON up to 5 then teleport.upgrade if you have enough points. right when the doors open, toss a grenade and start firing at them and back into the teleporter.Run around the labs until the level is over. Tech Round:This is important, pull out the weaker gun, and fire at him.when he gets your gun, chase him with your other gun and knife when possible.


 * please be flexible with this*

Strategy 3
This video shows the third strategy thumb|300px|right

Strategy 1
This requires all users have a mic, and are close friends. This also requires the map well known.

Start off by using your M1911. Boarding up windows, and you should now what to do. On round 3 buy the M14. Now open up the door and tell the person with the most points to open the way to the lift. Now kill all the zombies. On round 5 tell ALL users to buy the MPL. Stay in the lift and when stuck go down. Now if in the middle of the round use your MPL to clear the way to buy an MP5K. if you prefer the PM63 then clear that area, using your MP5K - PM63 you should be able to stay here for until round 7. On round 7 have everyone buy a Stakeout and have 2 players go up to the hallway (where the MPL is) and the other 2 should open the way to the next lift. Have all players stay in the positions until round 10 -11. Then have the MPL room players get in to the war room and the players in the lift go down to the basement. The players down in the basement room HAVE to find the Mystery Box. if lucky one should get a SPAS-12 or a Ray Gun. Switch your MP5K out and keep your Stakeout. Now the upstairs players should call up the lift. Go down it and meet with the other players. Keep camping in the lift and make a crawler on round 13. ALL players should have 10, 000 points.Set the DefCon to 5 and PaP your favorite gun. Now go and buy Juggernog and Speed Cola or Double Tab and Quick Revive. Now go down the lift and kill the crawler. Now camp in the lift `till round 16. Make a crawler and you should have 10, 000 or 15, 000 points. Now give the box a go if you have more than 10, 000 until you get a good gun. Next switch guns and go up the lift. Set it to DefCon 5 and PaP your next gun and buy your other perks. Go down and kill the crawler but leave one player in the PaP room. Then teleport to the PaP room. Now have 2 people watching the door, 2 others watching the windows and teleporter.

Requirement for the window watchers - Requirements for the door watchers - Here hold until round 20, then well. I guess go to the lift, camp then camp in the PaP room, make a crawler if one goes down, survive.
 * Both guns PaP
 * Juggernog
 * Speed Cola
 * Reveive
 * Good Shotgun
 * ALL perks
 * Good MG
 * Both guns PaP
 * NO SNIPERS OR GUNS WITH SCOPES

THIEF ROUNDS
If in the war room run round the catwalk, if in the basement, run around there, switching to your worst gun if captured.

Lap Spots
Laps Spots are places where you can walk around (usually hugging the wall), were you walk in a lap and let the zombies chase you without getting hit (too much). The Juggernog Perk is always recommended. Laps are essential parts of strategies used in the mid and later rounds. Near or along the laps there are/should be Off-wallweapons.

Laps should always be done only by one person at a time; except if it are long laps, then two or more players can do them at the same time, eventually even working so that the two players always walk halve a lap away from each other.

Backup/Emergency Weapon
The emergency weapon is your secondary weapon, with your wallweapon being your primary. Recommended as emergency weapon is "Mustang and Sally" or the Ray gun (both in combination with Ph.D. flopper) due to their high mobility(running speed) and strong firepower. You should change to them when in dangerous situations and when fetching wallweapon ammo.

Near the Φ-lander
This is the easiest and safest lap in Ascension. Use the obstacles near the Φ-lander to your advantage and run in circles around and between them. Don't run in the water because it slows you down alot ( if you can only go through the water, jump over it). Running backwards whole the time is not advised. When you need ammo, gather the horde, run to AK74-U, buy it, stand behind the puddle. Wait until the horde is in the puddle, run around the puddle and after passing the small building between the stamin-up area and the Φ-lander area, you can already turn around and shoot the horde for 1 or 2 magazines.

Near the D-lander platform
Instead of the usual running in circles, here you'll run starting from the stairs that go up to the corner while hugging the wall, going to the next corner and then run through a usually narrow spot between the zombies flooding from the wide stairs, running to the narrow stairs and starting again. If you feel it's safe, you can also just run in circles, passing the mystery box. Since there are not much obstacles, you can walk backwards and shoot at the zombies at the same time. When you're out of ammo, gather the horde behind you -not killing any zombies, so there aren't any more zombies spawning(IMPORTANT!)- go up the narrow stairs and jump of the ledge (you need Ph.D flopper, or you'll die) keeping right, buy MP5K ammo and go back up the platform. Note that it's smart to not kill all zombies at once, because then it's more difficult to run through the flooding zombies.

Strategy 1
First off, Quick Revive is essential. Let zombies out and run circles around the centrifuge. Only knife on round 1, then shoot 6 times and knife on round 2. If you have sufficient ammo do not buy anything, otherwise on round 3 buy the M14 or else it is difficult to stay alive. At this point go to the lander spot next to the M14. If you get forced out then revert to running circles around the centrifuge. At the end of round 4 open the door upstairs and go to the lander spot on the stage. Use M14 until round 7 and then leave a crawler and open the door to the mystery box. Keep trying until you have a decent gun (Galil, AUG, FN FAL, etc. Gersch or Matryoshka are good too). Make sure to still have at least 3250 points to buy the downstairs centrifuge door and Jugger-Nog. Many argue that the upstairs door is better to open but the downstairs door is easier to defend both Juggernog and Quick Revive from monkeys.Make sure that the lander is always at the stage for a quick escape. Run circles around the stage while killing zombies behind you. After rounds with a crawler you can use your points to buy Speed Cola and Stamin-Up, open doors to the other lander spots, use those and eventually pack-a-punch. You could also get weapons from the mystery box and buy claymores. From now on put claymores in the room with PhD Flopper to prevent zombies from coming up behind you. During monkey rounds ignore everything except Jugger-nog and Quick Revive. The others can be bought again but Quick Revive only works three times and Juggernog is vital.

Strategy 2
Round 1: Use the knife only. Keep one zombie alive at the end and repair all barriers. Round 2: Buy Quick Revive. Shoot eight rounds into a zombie and knife. Try to line up the Zombies so less ammo is used. Keep one zombie alive and repair all windows. Round 3: Buy the M14. Only use the M14. Keep one zombie alive and repair all barriers. Round 4: Buy the Olympia. Only use the Olympia, but use the M14 if needed. Keep one zombie alive and repair all barriers. Round 5: Go upstairs and open the door. Switch out the M14 for the MP5k. Run circles around this area, trying to line up the zombies. Fire at the zombies and throw grenades. Make a crawler. Repair all barriers. Then, open up both doors to the Power Switch, and switch out the Olympia for the Stakeout. Use the Mystery Box once (if a weapon you like comes up. switch out the MP5k for it. If not, keep the MP5k). Retreat to the lander pad and call in the Lander. Round 6: Stay in this area. Use the Stakeout as much as possible, and try to get the zombies into a line. Make a crawler. Buy ammo for your Stakeout, and replenish your grenades. Round 7: Repeat round 6. Make a crawler. Buy Juggernog. Round 8: Repeat round 6. Round 9: repeat round 6. Make a crawler. Go back to the power switch and open up all the doors to the next lander. Call in the Lander and return to the first lander. Round 10+: Wait two-three rounds and go after the last lander. After the rocket launches, buy PhD. Flopper the round after. Pack-a-Punch whenever possible.

NOTE: It is important to leave a crawler and repair all barriers after every round.

Strategy 3
Buy Quick Revive if you think you'll need it. Allow the zombies to remove all boards at one window, and fix four of these boards before you kill them with a knife. Very Straight forward. At round two, patch up the boards until you stop earning points. If you are allowing zombies to get into the room, shoot one clip into their chest before knifing them. Repeat this on round three, but be warry of zombies sneaking up on you. When there get to be too many zombies (generally halfway through round four) and/or you run out of ammo, you should have enough points to take the upstairs door and get all the way to the mystery box. If not, buy the MP5k, but you should not need to do this. Try the box two or three times, and work with what you get. If you get the balistic knife, work towards getting the sickle, as they are a very potent combo up until around round fifteen (after Pack-a-Punching) where there are to many zombies to get follow up knife attacks. Whatever you do, buy Juggernog as soon as possible, opening only the lower door.

Now head to one of the two outer landers (the one by the sickle or the one by the claymores) and call the landers. Hold off the zombies until there get to be too many, and then take the lander. No matter which way you went, you should have enough time or should have thinned them out enough to run to the raised area with the PhD Flopper. Remember to try the Mystery Box after each round if you have enough money until you get the Thunder Gun and optionally one of the special grenades (preferably Gerche Devices). Try for either the Ray Gun or the HK21 as well.

Dealing with Monkeys: In the early money rounds you should have bought Juggernog by the time they begin to happen. Stand in front of the centrifuge (or the top of the first set of stairs if you ignored/lost Quick Revive) and kill any monkeys you see. The Ray Gun and launchers are great for this as it is easier to hit the monkeys. The Thundergun (which you should only be using in emergencies) should have enough ammo to quickly fire off two shots to kill a monkey. If you are good at cooking grenades, you can throw those as well. Basically, protect Juggernog (and Quick Revive if you have it) however you can best. Don't bother protecting any perks you get from the Mystery Cola, as survival is more important than sprinting, quick reloading or explosive resistance. If the monkeys have clearly stopped coming for Juggernog (and Quick Revive) and you have another perk under attack, go and save it if you wish.

Later Rounds: By now you should have the Thunder Gun and something to damage the hoard (hoard from now on referes to the maximum number of zombies when in close proximity) as much as possible, as well as your prefered special grenade. With the Thunder Gun out in case of surprises, walk in a wide, clockwise circle around the lander by the PhD Flopper. When zombies stop joining the hoard, begin firing. Don't even bother zooming in for headshots unless your gun has a very wide hipfireing radius. Once you run out of ammo (A P-a-P'd HK21 will stop getting you through a whole round at about round thirty) throw one special grenade at the hoard. If no max ammo appears, begin throwing normal grenades at the zombies. Time them to go off right around when they hit the ground or even in mid air (the cross hairs for the grenade should throb four times before you throw, three if it will bounce off of a wall). Purchase more grenades when you run out. If you find a max ammo during this and it is surounded by crawlers, use the Thunder Gun to bet rid of them (make sure to empty and refill the clip before grabbing it). If you need to (such as after running out of ammo) at the end of a round P-a-P the Thunder Gun. This works pretty much indefinitely, though grenades begin to take an obcene amount of time to kill. Even launchers loose their effectiveness by about round thirty five.

Strategy 1
-Remain in the centrifuge room through rounds 1,2, and 3. During rounds 1 and 2, only use the knife to kill zombies and allow zombies to break through the barriers. This will increase the likelihood of getting power drops. During round 3 start using the pistol ammo to weaken the zombies then knife to kill them. This will allow the players to rack up points much faster because each bullet hit gives the player 10 points. When round 4 hits, the player with the least money will open the door on the bottom level of the centrifuge room. The 2 people with the most money will open the next two doors on the way up the 4 sets of stairs all the way up to the Mystery Box.

When you have reached the Mystery Box, have 1 player (3-player strategy) or 2 players (4-player strategy) hold off the stairs then have 1 player watch the barrier, and 1 player watch the ledge where the zombies drop down. Stay with this plan for 2-3 more rounds at most. Use these rounds as a chance to stock up on weapons from the Mystery Box. You want at least one automatic weapon from the box because this allows you to rack up points much faster and they do much more damage.

After leaving the room you will make your way towards the Speed Cola machine and continue past it. When you get down the hall you will be on the Launch Walk. Call in the Lunar Lander for escape purposes. Have 1 player (3-player strategy) or 2 players (4-player strategy) hold off the doorway leading to the Launch Walk, then have 1 player watch the barrier by the Sickle, and 1 player watch the barrier by where the mystery box sometimes responds. Have players with the strongest automatic weapons or the automatic weapons with the most ammo cover the doorway entrance. Have the players with sickles or weaker guns guard the barriers.

Stay in this location for as many rounds as possible. This will be easy because you will continue to get Death Machines which you can use to camp the doorway to the Launch Walk. It will help conserve ammo to use knives or sickles during an Insta-Kill and this will also help increase your points.

Once everyone has the money, if the team wants to Pack-A-Punch a weapon, use the Lunar Lander then make your way to the other two Landers and use them. When all three have been used make your way back towards the Launch Walk but instead of going all the way, activate the rocket button next to the power switch, then take the stairway down and head to the large rocket launch pad. When you are in the rocket pad have:\

Strategy 2
Stay in the first room until everyone has about 2000+, then open the top door and get everyone to buy the MP5K. Two people guard the way that they came from (the first room) and the other 2 keep the three barriers at the back.

When everyone has got 7000+ open the door to the power and use the Mystery Box as many times as possible while still having enough points for Juggernog. Then go to the place where PhD Flopper is (only two people need it but it's recommended that you do get it in case). Get two people to take the barriers and the other two take it in turns to dive down the stairs. Do not go slow or the zombies will get too high up the stairs blocking you from flopping. When the monkeys round begins, protect whatever perk you want (it is generally better to decide which perks eacch player is going to defend beforehand). At round 24 PhD Flopper ceases to be a one hit kill, and so from that point onwards three people should enter the room where PhD Flopper is. One should take the barrier, another should shoot through the crack in the wall and the third guarding the door. If there is a fourth player, he should lure the zombies to the other three or distract them if anyone needs to be revived (it is advisable to designate someone with Stamin-Up as the runner).

Strategy 3
(This strategy does not take monkeys into account) Stay in the first room until everyone has 3000+ points then get everyone to buy the MPL and open the doors required to turn on the power. Stay in the power room until everyone buys Juggernog. After that go outside to the PhD Flopper machine and buy it as well. Go back to the first room and open the top door, which creates a circular path that allows for a run n' gun strategy. Use PhD Flopper's diving effect whenever possible and make sure you stay topped up on ammo with the MPL. Once you have surplus money go and get a gun from the mystery box but keep the MPL so that ammo can easily be replenished.

Strategy 4
This strategy is best used with 4 people. For the first 3 rounds, rack up at least 1000 points. If you are going to stay an extra round or two buy the M14. Next,open the upstairs room to make it easier to protect Juggernog for monkey rounds and for a quick way out. Once upstairs rack up some points until everybody has at least 3000-4000 points.

(Bear in mind that for the first round, zombies can be shot up to six times with a M1911. For the second round, zombies can be shot up to ten times. For the third round, zombies can be shot up to 15 times.)

Then, make your way up to the mystery box and turn on the power. Everyone should try for good guns and afterwards everyone save up and get Juggernog.

Head down to the PhD Flopper area and buy the perk. Have two people guard the windows and two people taking turns 'flopping' down the stairs in front of the ladder. This technique is easier with Stamin-Up and Juggernog perks purchased.

Strategy 5
1. First 5 rounds The first thing you need to do is decide who is going to get what window. Last till round 4 or 5 (I usally stay till round 5, but the choice is up to you guy's). Now at round 4 or 5 go upstairs or downstairs. If you choose upstairs then go to the stage and buy the MP5k, and wait for a couple of rounds.

2. Getting to the box and power Now you are wanting to get the power and look for the box. Now the cool thing about this map is that box always spawns at the power. So once you hit the box and get the power turned on, you should buy the box until you have just enough for jugg. Buy the bottom or top door to jugg, but I prefere the bottom door, because its cheaper and its easier to protect 2 perks instead of 1, so if someone gets all 5 perks (which is possible if you protect all perks on monkeys, and they can't touch it).

3. The perks.... Now you got to know the perks. There are a total of 5 perks, but you can only buy 4 of them. The perks are Ph.d Flopper, Juggernog, Speed Cola, Quick Revive, and last but not least Stamin Up. Ph.d Flopper is a perk where explosives won't hurt you and you do not take fall damage, but used when p-a-p the M1911. Juggernog gives you more health the perk that is required. Speed Cola is faster reload. Quick Revive does what else revive's somebody quickly. And Stamin up make's run for a longer distance like marathon.

Strategy 1
Rack up points for the first few rounds. Shoot each zombie 3 or 4 times and then knife. It's important to maximize your point gain early on. Clear the debris and buy the MPL by then end of the first round or the beginning of the second. Do not trade out your pistol, as it is your lifeblood later on.

Only use the MPL when you are out of ammo with your pistol. Never use grenades to kill zombies, as you only get 50 points. With the MPL you will shoot a certain amount of bullets for each zombie and then knife. The number is the round minus one. Around round 4 or 5 it's probably better to go for headshots instead of a knife kill.

You will open the room with the MP40 and then drop down and open the room with the AK-74u. You will be doing circles in here, as it is one of the best rooms. Once you have enough points to turn on the power, do so. You will have run out of ammo with your MPL at least once, Buying ammo for it one more time. If you were lucky with max ammo drops then once you have enough, buy the AK-74u.

The Mystery Box should always be avoided. It's a black hole hungry for your points. Plus, there is absolutely nothing you need from it right now. You have an automatic weapon and your pistol.

Your next objective is getting Juggernogg. So once you have around 3500+ points run and grab it. You will continue doing circles near the AK-74u.

Next objective? Pack-A-Punch your pistol. Now, everytime you got max ammo Hopefully you were unleashing your rounds into the mob of zombies that chase you while you do circles. You should never waste even a single shot on a zombie that isn't in your circle group.

Once you're at around 8,000-10,000 points, open the door down the little bridge that leads to the room with the original cast. Buy PhD Flopper and wait around until the PaP shows up. Once you have Mustang and Sally and PhD, you are practically invincible. This cannot be stressed enough: Mustang and Sally aren't offensive weapons. I pitty everyone that goes around shooting them like the explosive rounds aren't life savers and then complaining about the low ammo. Mustang and Sally will easily last you until the next max ammo. The proper way of using Mustang and Sally is when you see no way of getting away from the mob of zombies chasing you. You will then pull them out, aim at the ground and fire one bullet from each gun. Later rounds it will make crawlers so 2 from each may be necessary.

Once you're a bit later, maybe 15, it's time to talk about George. You can buy Claymores and stock up on them for later. Semtex is the best way of killing him. You should only attempt to kill him when you have 4 perks and those should be Jugg, Stam-Up, PhD, and Speed.

About killing George, a beautiful time to start is when you pick up a Death Machine. Always unleash every bullet that thing can fire into him. If you happen to spot a max ammo and it's near the end of the round, unleash Mustang and Sally into him. Just don't get cocky and miss it or you'll be hurting. Once his light is blinking you can start throwing Semtex at him. It's a great way of killing him for a price. Make sure there is only one slow crawler for this method. Once killed, he will drop a random perk bottle and a deathmachine. He only stays away for ONE entire round + the round you killed him.

Once you're 25+ the Scavenger is highly recommended. It's an amazing weapon that can instantly wipe out every zombie following you. However it loses effectiveness at about 34 or 36 and shouldbe traded out at this point, as it will only make crawlers and that can seriously mess up your circles. The upgraded Scavenger also creates a black smoke that can, but may well not, cause visibility problems.

Never waste points for fun on the box. A few rounds before 40 you will definitely start to run out of ammo with the Scavenger, which would be your only killing weapon. Mustang and Sally are still your life-saving weapons. Although, you could just use the AK-74u off the wall and be a point-whore. I'd PaP it around 30 for faster rounds. Slow rounds are the worst, as you can become bored and end up quitting. Have fun!

Miscellaneous Tips:

The best place to shoot at George is the little pool down the path from the AK-74u but be careful, he won't just stay there forever

If George is chasing you and you still have a huge mob, don't immediately run into the water, as the zombies will not slow until they have hit you and you may die. Being slowed by George's lightning strikes will also be a danger. You can counter this by anticipating when he will strike and jumping. It's good to start jumping right away and staying off the ground. All it takes it a few zombies to smack you one time while you're slowed and it's game over, especially if you downed in the middle of the round and can't make it back to Juggernog.

Any explosive damage weapons, like the Ray Gun and the Scavenger, are considered explosive and only award 50 points per kill. If you are lacking points, you may want to buy a cheap gun with a lot of ammo off the wall in a nearby room where you do circle and unleash bullets into the horde. Always go for headshots.

It may be a good idea to avoid opening the door next to the AK-74u as it could make running circles in that area a bit harder, since that wall and door is the only way zombies can't come from, giving you time to decide the best way to maneuver out of the way of incoming zombies.

Known circling spots: There are actually two areas in the area with the AK-74u. It is possible to successfully hold out with one person near the water and another closer to the AK-74u. Another is up on the ledge where the other foghorns are. This method should be used only by skilled or experienced players as it requires much turning, running and quick thinking.

Another great area for running circles is on either the bottom floor or, my personel preference, the floor above it. At first glance it may appear to be too small of an area to run a circle strategy on, which is why i ran my first solo strategy just like the one stated above. But after running in the second to bottom floor of the lighthouse, i would without a doubt say it is the best solo spot on the whole map to run circle in. Just run a slow circle(no sprinting unless necessary) around the room, staying closer to the railing rather than the wall because of the two windows zombies will spawn from. dont shoot any zombies untill all or most of the zombies have spawned and are grouped behind you in a tight group. then use whatever gun will get you the most points(or whatever gun you want, comes to personel preference) and turn around and spray the zombies right at head level, getting you many headshots and making your ammo more effective. just keep doing this until you need ammo or perks, then leave a crawler and go get whatever you need. dont worry about george, as long as you make sure not to shoot him he wont be a problem, as you can easily run around him. if you do make him angry, just run downstairs and down the ice slide into the water

Strategy 2
For the first round, kill zombies by knifing them. Since a zombie can be killed with a single knife attack in the first round, you will earn 130 points per kill. As soon as round 2 starts, buy Quick Revive. If you get downed at any point, buy it again when you stand back up. If you need to shoot, do so, but if you don't need to, knife to save ammo and earn some points.

In round 4, make a crawler and clear the debris so you can make your way to the lighthouse. Buy an MP5K off the wall and kill the crawler.

After doing so, head back to the starting room and kill zombies while standing next to the Quick Revive. If George Romero comes, make him follow you (but don't shoot him!) and leave him at the cave near the lighthouse. When you start running low on ammo, go to the MP5K and buy some. Repeat this until you earn about 10,000 points.

Find the Mystery Box and buy until you end up with either Assault Rifles, LMGs or Wonder Weapons. This may take a while, so if you run out of points, repeat the last paragraph.

When you get something decent, head back to the lighthouse and open the first door and clear the debris to get to the bottom floor.

Wait until you have 5 zombies inside, and start running in circles. Occasionally look back to see if any zombies keep joining the horde. When you notice that no more zombies are coming and all you have is the horde, throw a grenade and the shoot at the ones who aren't crawlers. If George drops by, ignore him, and try not to hit him with your grenades. Take him to the starting room when you get the chance.

You can buy any perks, Pack-a-Punch your gun, or try to get something even better at the Mystery Box anytime you want, as long as you make a crawler so you don't have to rush everything.

Strategy 3
Starting the game, buy Quick Revive. Just knife the zombies for round one. Be sure to let them in the barricade for a chance of getting Max Ammo or Double Points. If you get a Nuke, be sure to grab it as the round ends to recieve maximum points possible. When round two starts, use your M1911. Knife the zombies, then shoot them five times.

When you run out of ammo, you can either buy the M14 or open the barricade that heads into the cave and buy the MP5K. If you buy the M14, check to see wat round you are on. For example, if you are on round four, shoot the zombie three times, then knife them. Round five, shoot them four times then knife them and so on and so fourth.

If you buy the MP5K, you want to work your way up to the Power Room. Be sure not to open the Power Room until you have at least 12,000 points. If you get overwhelmed or are low on ammo, take the Zipline down back to the spawning area and go buy more ammo. Once you have done that, proceed to work your way up to the top of the ship.

When you get the power on, you need to make your way to Juggernog. Once you have acquired it, you can pretty much do whatever you want. I suggest you make your way up to the lighthouse.

Strategy 4
When the game begins, try to lead George Romero to Quick Revive - do not buy Quick Revive. This will make him take a longer time to reach you, giving you time to kill the zombies. Try to get the zombies in groups of two. Line up the two zombies, one behind the other, and shoot SIX shots of your 1911 into the first zombie. Your shots should penetrate the first zombie and strike the second. After you fire your six shots, knife the first zombie, fire your last two shots into the next, knife it, then repeat on the rest of the zombies.

Provided a zombie came through the window, by the Round 1, you should have around 1740 points. Next, buy the M14. For Round 2, shoot a full magazine of your 1911 into a zombie before knifing it. If you can line up zombies like before, then by all means do it. Just keep in mind that the second zombie won't be damaged enough to die in one hit from your knife, but won't have enough health to take another 1911 magazine. You should run out of your 1911 in no time if you didn't pick up a Max Ammo. If you did, keep doing what you're doing. If you did not pick up a Max Ammo, then just knife each zombie twice. Don't use your M14 until Round 3. At Round 3, shoot a zombie in the head - which will make it a headless walker - then knife it. Don't wait for the extra 10 points; it's difficult to do when you have other zombies to take care of. If you have any 1911 ammo left, hold it off until Round 4 - the zombies have an awkward amount of health versus the 1911's damage. Once Round 3 is over, and if you have any 1911 ammo left, use your 1911 on the zombies. Exactly two magazines and a knife will kill them, but all 16 shots must hit. If you don't have any 1911 ammo, do the same thing with the M14. Headshot, knife.

But by this point, you should start moving on too. Head to the cave and move the canoe. Head to the MP5k and buy it, but ONLY if you're out of ammo with your 1911. If you still have ammo, shoot it into the oncoming zombies - you need all the points you can get. Once you buy the MP5k, head up to the light house, buy the door, and start making your way down the spiral staircase. Getting down to the bottom will cost a pretty penny, but if you did things right, you may have enough points to buy the door to the Ice Slide and buy the Sickle. If you don't, then wait for the zombies to arrive and do what you were doing with your M14 - headshot, knife. When you have at least 4000 points, buy the door and immediately slide down the Ice Slide. When you reach the bottom, buy the Sickle. This will grant you the majority of your points from now on. Bear in mind that you probably won't get to the Sickle until about Round 5, unless you get a Double Points along the way.

From here, if it's Round 5 or later, shoot each zombie FOUR times with your M14, then kill them with your Sickle. If you don't have any ammo for your M14, shoot each zombie three times with your MP5k before killing it with your Sickle. If push comes to shove, then just use the Sickle - no point in putting yourself in unnecessary danger. From here, you need to get back to the spawn room. Buy the door near the AK74u when you get the chance, and start going back the way you came. Backtrack to the spawn room, and when you get the chance, buy the conoe and head towards the ship, making your way to the power switch. Don't forget to kill EVERY zombie you come across with your Sickle, because if you don't, you probably won't reach Juggernog until nearly Round 8.

When you turn on the power, open the path towards the other side of the ship, with the MP40. When you have the points to do it, go down the starcase near the MP40, through the hallway on the left, buy the door, run across the water to the control room, and take your glorious red prize. From now on, knifing zombies will be much safer. Unfortunately however, you'll have yourself in a corner. You could try to backtrack the way you came, but it's much safer to go up the staircase near Juggernog and buy the door above. When you get enough points, I recommend you do. There will be another door waiting for you, and when you have enough points, buy it.

Regardless of what Round it is now - although you should have gotton Juggernog by the end of Round 7 - your next target should be Speed Cola. Again, keep popping a few shots into zombies before killing them with your Sickle. When you have enough points, head down the Ice Slide and buy Speed Cola. Now, you should be set up for whatever comes natural to you, although, I would recommend you still go after perks before you do anything. Buy Quick Revive next, so you don't forget. Your next perk is up to you. I prefer PhD Flopper, but your choice of Double Tap, StaminUp, or DeadShot Daiquiri is fine. Just steer clear of explosives if you don't buy PhD Flopper. With your four perks, you should be set. What you do from now on is ultimately your strategy, as this is just a guide for getting yourself started. I would, however, recommend getting all of the doors open some time, just for the ultimate flexibility in sandboxing this map.

But you're probably wondering what I'd recommend you do about Romero. Avoid him at all costs, and don't even bother trying to kill him unless you have the Scavenger (which you NEED PhD Flopper if you want to use it safely). Don't ever try to kill him unless you know where the closest pool of water is, and don't ever try to kill him when he's out of the water. If you keep shooting him with he's in the water, he can't attack. Keep in mind that he has enough health to outlast all the ammo in a Scavenger, and about half of another one. If you pick up a Death Machine, look for Romero, and shoot the living hell out of him. Then you lead him to the closest body of water. Not the body of water you prefer, the closest, because Romero runs faster than you with a Death Machine. I'd still heavily recommend avoiding him, but if you have the chance to do massive damage to him (i.e., Scavenger/Death Machine), then take it. Just make sure you don't get yourself killed doing it.

Strategy 1
Please note that you should always play with friends that have mics. If you don't, people usually leave if you don't revive them, or shoot George just for the hell of it.

To start out, shoot zombies 6 times in the torso and then knife them. Don't buy the M14 or Olympia. If you see a nuke, just wait and grab it when the round ends for max points. Once round four ends, open up the ship, the boat to the MP40, the boat to the AK-74u, and the door to the top of the ship. Buy the Ak-74u. Have two people guard the stairs, one guard the window, and the other pick off the zombies through the hole.

When everyone has at least 3000 points, have the one of the people that was guarding the door to the stairs open the power room and turn on the power. Have the other one open the door to Juggernog, and have everyone buy it. Go back to the AK-74u spot and run in circles.

Once everyone has about 7000 points, go back to the starting area and open the other boat to the lighthouse. Buy PHD Flopper and once it appears near you, Pack-a-Punch your M1911. In rounds 10-20, the Mustang and Sally can be extremely useful if you're cornered.

Make your way to the Ice Slide and get Speed Cola. Buy whatever you want for the last perk.

Keep your eye out for the Death Machine and Max Ammo. If you see a max ammo, have everyone shoot the Mustang and Sally at George and using all of the ammo before you grab it. If you get a Death Machine, use it on George.

Once you have a lot of points, you might want to get the Mystery Box. If not, just Pack-a-Punch the AK-74u. If you do feel that you're lucky, however, hope for a Scavenger. Pack-a-Punch it and take George out.

Even if you're not very good at Zombies, you should be able to get to round 25+ doing this.

Strategy 2
Many people have different ways to start the game. This will simply guide you in the right direction.

Round 1-3: Do what ever your hearts desire in the spawn room.

Round 4:The person with the least points, buys the first door towards the boat. The next person, buys the debris blocking the stairs on route to the power room.

Round 5-6: Survive on the boat. Preferably, use the MPL because the M16 runs out of ammo extremely fast.

Round 7: Now you must buy the door unlocking the power room and turn on the power. Next, go towards the eastern side of the boat and on the first floor at the northeastern section there should be debris (towards Juggernog). Buy the debris and, if you can, buy the MP40.

Round 8-9: Camp at the two level station on the second boat until you and your partners are set to buy Juggernog in the next room.

Round 10: Buy the door to Juggernog on the second floor of the boat. Buy Juggernog. Camp there for the rest of the round.

Round 11: Make your way towards the lighthouse, by buying the boat debris at the northeastern section of the second boat. Buy the next door that leads into the lighthouse.

For the next steps see other strategies for what to do on the higher rounds.

Strategy 3
This strategy has been proven to get to at least rounds 17-20. Depending on the skill of the players.

Rounds 1-3: First off, the first few rounds are pretty much what you want to do. Just gather as many points as you can. Do not buy the Olympia or the M14 unless absolutely necessary as you will most likely get a power-up in this time period.

Round 4: Once you've gotten a decent amount of points head to the right (the side of the ship) and open up the crashed boat. If the box is directly in front of the lighthouse then head through the cave side. If you ship ship, clear the debris on the stairs and head to the left side and buy the M16. Head up another pair of stairs and you will be at the top of the ship. At this time do NOT turn open the door to the power. This area should be protected by 2 people watching the stairway,1 person at the window, and 1 person picking off the zombies/helping the other two on the stairway and watching for George.

Rounds 5-7: During this time, you will be ok on top of the ship. If George comes then you should take the zip line and calm him down in the water. After you take the zipline to make your escape, you need to open the other boat debris on the left side of the spawn. Go through the cave and up to the front of the lighthouse. Switch off between these two spots depending how long George takes to get back and forth. Remember, try to avoid shooting him. During this time you should also turn on the power, and try to get weapons from the box (as long as you don't have to open anything else up that i have said to so far.) If you can't use the box, just buy the M16 and the MP5.(Purchasing ammo when needed.) The ship area should be protected by 2 people on the stairway, 1 person at the window next to the stairway, and 1 person guarding the window in the power room.

Rounds 8-9: These rounds are possibly the most important to your survival. At this time you should have a good amount of points. Now you should open up the lighthouse and get to the top floor where you will find the new Deadshot perk. You can buy that if you want, but you will need money for weapons, including at least 2 machine guns or 1 ray gun. The set for the zipline should also be opened at this time. Juggernog is vital at this point and PhD would be good to have to save some ammo. This area should be guarded by 2 people watching the stairs and 1 person at each window.

Round 10+: These rounds are a toss up of going from the top of the ship to the lighthouse via flinger. The perks suggested at this round are Juggernog, Sleight of hand (for LMG's), and Quick Revive or PhD Flopper. Weapons I suggest are an upgraded ray gun, 2 LMG's, and the VR-11 upgraded. Avoid getting into corners as zombies come from anywhere on this map and remember that you can calm down George by taking him into water.

Strategy 4
Rounds 1-3: Stay in the spawn room and rack up points. It is smart for at least 1 person to avoid firing a shot until round 3 in case of emergency.

Rounds 4-6: Have 1 person open to the lighthouse and the other to the ship. If needed, buy one of the machine guns off the walls. Once 1 person has enough points, clear the debris to the top of the ship. Hold out on top of the ship with whatever weapons necessary until round 6. (If George gets to close or you are overrun zipline down and make your way back to the top of the boat) At the start of round 6, open the door to the power room and turn on the power. Hold out until the end of the round. (If you are overrun fling over to the lighthouse and head back to the ship.

Rounds 7-10: Get enough points open to the second part of the ship and buy the MP40 off the wall. Then open the door at the bottom of the stairs to the Juggernog room. One person defends the window in the hallway with Juggernog while the others stand at the base of the stairs that open to the water, gathering enough points to buy Juggernog (switch places when someone has enough points until everybody has Juggernog).

Rounds 11-13: When everybody has Juggernog, open the door closest to Juggernog to the top of the 2nd half of the ship. Open the door to the front of the second part of ship and try to make a crawler. Once a crawler is made open the path to the bottom of the lighthouse and, if there is enough points, open the path to the top of the lighthouse. Guns such as the M16 or the MP40 should be upgraded, if it is possible.

Rounds 14+: Now the zipline at the top of the house is open, follow the now completed "figure 8".

"The figure 8": At the start of each round, start on the top of ship. Stay there until overrun and fling to the lighthouse. Go to the top of the lighthouse and once overrun, zipline to the second half of the ship. Go to the front of the second half of the ship and jump down to the path that leads to the spawn room. From the spawn room, make your way to the top of the ship and repeat. It is useful to have one or two people with Typhoid and Mary or a Spaz-24 so if there are any zombies that somehow get on front of you, you can easily clear them out

Strategy 5
Rounds 1-3 or 4: During these 3 or 4 rounds, or until you are overwhelmed by Zombies use only the M1911. try avoiding Romero as much as possible. Try to stock up about 5000 points by shooting the zombies 4 times in the 1st and 2nd rounds, 5 times in round 3, and if you stay till round 4 then shoot it 7 times then knife the zombie.

Round 4 or 5: By know you should be overwhelmed by the zombies, clear the debris to the lighthouse and then buy an MP5K. Next, head over to the stairs that lead to the bottom floor of the lighthouse, buy the door killing any zombies seen, then buy the next door and head down the ice slide. At the bottom make everyone buy a Sickle for 3000 points. Then jump down and also make everyone buy an AK74u. Kill the remaining zombies and get ready for round 6.

Round 6-8: Kill a ton of zombies to rack up a bunch of points.

Round 9: Head over to the ship and clear all the debris until you get to the power room. turn it on and look for the Pack-a-Punch Machine using the light of the lighthouse. When you find the machine, Pack-a-Puch the AK74u to get the AK74fu2. This gun has a Red Dot Sight with a random reticle, alot more ammo, and deals more damage.

Rounds 10+: In these round just kill zombies and if you ever run out of ammo buy more ammo and it also a good idea to get the following perks: Juggernog, Quick Revive, and Stamin-Up. These will help alot when trying to run from zombies or if you get downed by one. It is also recommended to stick as a group as splitting up may result in death, making you have to start with the M1911 again, making you have to repeat almost the entire step all over again. Use the Sickle often as it deal a single hit kill against zombies and is infinite.

If you come across arandom box during these steps, use it at your own discretion. It is suggested to upgrade an off the wall weapon because you can purchase ammo. If a person get either the Scavenger or the upgraded M16, PHD Flopper is a must. '''Do not attempt to clear paths to other perks or free the original characters without a crawler. '''Some perks are in hard to defend positions where you can easily be trapped. Always be on the lookout for George and do not rush, zombies have to stop to attack so as long as you do not get swarmed, you shouldn't need to do much running. Keep an eye ahead of you as well as behind you, for zombies will continue to spawn.

If you are going for a highscore or a ton of kills then a strategy is to rally up a horde of Zombies at the base of the lighthouse and run around in circle to stir up a bunch of zombies. Then when at a good distance shoot the zombies, repeat this step many times and you'll end up with a ton of points and kills. This is also an easy way to get past the later rounds. The AK74u is the best gun to use as it can fend off the horde for many rounds and you have seemingly infinite supply of ammo as the weapon and it's ammo is right of the door. After about round 15 it is recommended to try and Pack-a-Punch it as it will do more damage and the player will receive a larger ammo mag. After about round 20 to 22 it is recommended to use one of the strategies above as the zombies wil become to strong for your weapon to handle.

2-4 Players
Get 5000+ points in the spawn room and open the doors to the AK74u and use it until another 5000+ points are collected. If you find the box don't waste points on it. Turn on the power (Release the Water) and if you have enough buy Juggernog. Get 5000+ points and open the rest of the door if you have enough buy Spikemores and the box. Camp on the bridge with two or one on each side. Place Spikemores on the bridge. If you get a Napalm Zombie kill him in front of or on the bridge this will kill all zombies on that side allowing you to focus on one side or revive a downed player. Shrieker Zombies aren't much of a threat and monkeys take awhile to get the power-ups. If out of ammo keep a crawler and buy the box or PaP if you have a good gun and enough points. To open Pap find the spinning monkey statues and stand on the pressure plants together, on two player you only need to stand on two together. The PaP is only open for a short time so PaP quickly.

Tips

If you are killed don't waste money on the box, buy Juggernog and a wall gun. Wall guns are cheap and can get you points. I have survived on round 15 with Juggernog and just the M1911. Also utilize Semtex and Spikemores.

Monkey bombs make a return so try to get them in the box.

Napalm Zombies are very slow, but don't use them as "crawlers" because the don't count towards the round system and if you kill all the zombies except the Napalm Zombies the next round will start. The same goes for Shrieker Zombies.

Don't get stuck underground in the power room as it is very cramped and you will easily get downed and no one will want to revive you.

Don't risk your life to revive someone I know it sucks, but it's survival of the fittest. So if someone is constantly downed let them die if you're in trouble too.

Don't start arguments or steal kills some people are easily annoyed and will resent you. You guys are on the same team help each other and don't fight. Nothing is worse than having two players yell at each other while fighting zombies.

3-4 players
Stay at the spawn until round 4, then let the person with the least amount of points clear the debris to either box spawn, since its only a cheap price of 750. Do the box until a bear appears (everyone gets one spin) and than proceed to turn on the power. After that open the waterfall if you havent already. Proceed back to the minecart and camp there. Have the person with the worst guns cover the window. Have The player with the best guns stand next to the window, but face the other way. He will cover the main entrance to the area. Have another person stand on the side wall facing the chalk outline of the MPl (not the one that blocks the minecart.) Make sure he plants Spikemores if lots of zombies climb over. If there is a fourth person you should have them act as backup for everyone. Use the minecart when your about to be overwhelmed and than make your way back to the minecart. Spikemores help a lot.