Nacht der Untoten

"You drove them deep into the heart of the Reich. You thought they were dead. You were wrong."

- Singleplayer Solo mission description in the Mission Select menu

Nacht der Untoten (German for "Night of the Undead") is the first level in the unlockable Nazi Zombies bonus campaign in Call of Duty World at War for Xbox 360, PS3 and PC. Players can team up together with up to three other players online or in split screen co-op or as a single player solo mission.

Gameplay Information
Nacht der Untoten (Night of The Undead) is set in a run-down building, where up to four players must defend against a limitless number of waves of zombies for as long as possible. Each room in the building contains a number of windows that can be barricaded with wooden planks. Zombies must knock off each wooden plank in order to climb through the window and enter the building. Zombies do not carry, use, or drop any weapons, and only use melee attacks. Two consecutive melee attacks will put a player into Last Stand. When a player is down, another player may revive them by walking up to the downed player and hold the action button. This causes the reviving player to stick a "syrette" into the downed player. If the downed player is not revived in an amount of time, then they will bleed out and they will have to spectate other players until it's the end of the round. The game ends when all players are down or dead.

The game is divided into rounds, sometimes referred to as "waves" or rarely "days" by players. Once a round is finished (by killing all the zombies), there is a small period of time, about 5 seconds, where players can repair barricades, buy weapons and regroup for the next round of the undead. As the game progresses, the zombies will come in larger numbers, have more health, and move faster. While the core elements of the normal game are still present (i.e. aiming down weapon sights, reviving team members in Last Stand), unique gameplay features have been added to Nacht der Untoten.

Point System
All players start off with 500 points. Players gain points by repairing barricades (reattaching wooden planks to windows) and killing zombies. Repairing barricades will give players 10 points for each wooden plank reattached. Shooting, meleeing, and killing zombies will also earn points. 10 points are awarded for each non-fatal shot, while the killing shot awards 60 points (70 for an upper chest or neck shot kill). A headshot will award 100 points, while a melee attack will be awarded with 130 points for each stab. A grenade kill will give 50 points. The points are used to buy weapons for varying costs (or from the Mystery Box for 950 points each), ammunition for half the price of the respective weapon (unless it is exclusive to the "Mystery Box", therefore ammo may only be retrieved from the box by receiving the weapon again or from the Max Ammo power-up) and unlock new rooms in the building for 1000 points per clearance of debris.

Power-Ups
Zombies occasionally drop power-ups that are beneficial to players.


 * Double Points - All points a player gains is doubled. This power-up lasts for 30 seconds. Its in-game drop is a "x2" symbol.
 * Insta-Kill - This power-up will give players one-hit kills on Zombies. When a player kills a Zombie with this power-up in play, the Zombie's head will almost always explode regardless of where the bullet hit, killing it instantly. The player will be awarded 10 points for the shot, and 100 for the kill, once again regardless of where the bullet hit. Therefore, players should not aim for headshots during insta-kill. This power-up lasts for 30 seconds. The in-game drop is a human skull. If the player has a flamethrower, it will be most effective during Insta-Kill, as a very small burst of flame will kill any zombie instantly, allowing the player to incinerate a large group of zombies in under a second.
 * Nuke - This power-up causes an incineration of all zombies currently on the map. There is a small delay before the nuke activates and kills all zombies, who are set on fire and whose heads explode, causing them to die instantly, starting with the zombies closer to the bomb, and spreading outwards. Unlike Verrückt and Shi No Numa, or Der Riese, players receive 0 points for the zombies that were killed by the Atomic Bomb. The in-game drop is an atomic bomb.
 * Max Ammo - This power up gives all players full reserve ammunition for all weapons. However, it will not replenish frag grenades or Molotov Cocktails. It will also not replenish the ammo of a person who is down. It will replenish the ammo of the weapon they are using WHILE down, but when they are revived their ammo will be the same as it was before being downed. The in-game drop is denoted by an ammo box.

Weapons
In Nacht der Untoten, all players start with an M1911. Players can purchase more weapons by their specific buy zones, which are indicated by a chalk outline of the gun on a wall. Ammunition can be bought from the weapon's buy zone at half the price of the weapon. Ammunition for weapons that do not have buy zones (i.e. M1911, Deployable FG42) must be obtained from a Max Ammo power-up or by obtaining the same weapon from the Mystery Box (the latter option being possible but unlikely). It is possible for a player to have twice the amount of ammunition for a given weapon by carrying two weapons that use the same ammunition (i.e. carrying a scoped and unscoped Kar98k).

Players can also choose to pay 950 points for a random weapon from the "Mystery Box" (denoted by two question marks) in the "Help" room, an unlockable room on the same floor as the starting room. When a player activates the box, it will open up and cycle through a variety of weapons, eventually stopping at a random weapon. The weapons that can be obtained from the "Mystery Box" also include weapons that cannot be bought from buy zones on the wall, such as the Ray Gun, M-2 Flamethrower, and Panzerschreck.

No Japanese weapons can be obtained from the "Mystery Box" (or are available in Nacht der Untoten), and the only Russian weapon available is the PTRS-41. On the second floor of the building there is also a cabinet that will randomly give one of three sniper rifles at the cost of 1500 points.

Weapons available are listed below:

Starting

 * M1911
 * Stielhandgranate x2

Downstairs, starting room

 * M1 Carbine (600 points)
 * Kar98k (200 points)

Downstairs, help room

 * Double-Barreled Shotgun (1200 points)
 * M1 Thompson (1500 points)
 * Any weapon from the Mystery Box (950 points)

Upstairs

 * Sawed-Off Double-Barreled Shotgun (1200 points off the wall upstairs, always with the Grip attachment)
 * BAR (1800 points off the wall upstairs)
 * M1897 Trench Gun (1500 points off the wall upstairs)

Sniper Cabinet (upstairs)
The sniper cabinet costs 1500 points, and gives a random sniper rifle, either the PTRS-41, the Springfield w/ scope, or most commonly, the Kar98k w/scope.

Other weapons

 * Holy pistol (only available through hacking)
 * BRAAAINS... (only available through hacking)

Effectiveness Of Weapons
This list has been determined through play-testing.

Steilhandgranate-Although not really usable as a main weapon, these can be useful when there is a large group of zombies or you are out of ammo. These are often used after the rounds of the pistol have been used up at the start of the game. Later on grenades become slightly annoying as they often create crawlers which make you have to shift your view to the floor, which can sometimes either disorientate you or cost you valuable seconds. This is effective to throw at windows when zombies are breaking through, as it will either slow them down or kill them outright.

Double-Barreled Shotgun-Although powerful enough to be one shot kill until high rounds, there is not really any time at which this gun is preferable. On low rounds you should be able to easily kill the zombies while they are a fair distance away, while on later rounds there are a large amount of zombies, so you will not have enough ammo in the magazine to defeat them all. It is a good weapon to use at and under round 7. The frequent reloading of this gun is quite frustrating because of the swarms of zombies and only two maximum shells.

Sawed-Off Double-Barreled Shotgun w/Grip-This gun has the same advantages and disadvantages as the Double-Barreled Shotgun, however it has a shorter range with higher power. Wether to use this or the Double-Barreled Shotgun is a matter of personal preference.

PTRS-41-This sniper is extremely powerful, has a penetrating bullet, and is one shot kill up to around round 20. It is however very difficult to use in short range situations as it has very low accuracy without the scope. You can use it to 'No-Scope' the zombies at close range. This gun is best used to guard windows as you will be shooting zombies at long distances and can kill multiple zombies in a row with a single shot if lined up right. You can also stand upstairs above the help room and snipe from there. In later round however this is not recommended unless you know that you are heavily guarded.

Kar98k-Not a very good gun for the later rounds, even on round 4, as the damage is like the knife, the amount of blows to kill corresponds with the round, so this weapon is next to useless outside the first 5 rounds, most players should skip over this all together and save up to buy the semi-automatic M1A1 Carbine, though it's a one-hit kill with headshots to about round 3. If you do buy it, trade it in as soon as you can for a better weapon.

Ray Gun-This weapon is, for most players, the best weapon in the game. Its one shot kill abilities up to over round 30 is unrivaled, and its large magazine size of 20 is huge for a gun of such power. The player can carry 180 rounds (including the magazine), so the likelihood of getting a "Max ammo" item before running out is extremely high. If you are using this on harder levels on multiplayer, try and stand behind someone who is not using the ray gun as this will prevent you from blowing yourself up. This gun is effective at long range however some find it inaccurate due to the delay between the firing of the shot and when it hits. It is much easier to hit zombies which are coming towards you than someone else. Its also good when the holding player is in last stand, by firing at the ground next to you, you will kill any zombies attacking your reviver. Unfortunately, it has a major flaw. Shooting a zombie at close range may kill you. Splash damage is what will kill both of you. Truly consider whether you will use this or not. Although this is has been proven to be an insignificant flaw. So pick up one now and begin the killing.

M2 Flamethrower-The best application of this gun is on solo, as with other players you will really annoy them by restricting their view, and you may not be helping as much as you think you are. The flamethrower is very useful on higher rounds on solo due to the fact that you can set the zombies on fire and then run away. They will continue to die while you go and find some more zombies to kill. Also, the fact that it has infinite ammo can be extremely helpful, as later on it will take many shots to kill a single zombie. Also it is the best weapon to use with Insta-Kill as the flames will pass through any zombies allowing you to kill all zombies within range instantly.

MP40-Not the best gun to use, but if used right, it will become a great weapon to hold onto, even in later rounds (16-17). It trades the Thopmson's high rate of fire for better damage, and accuracy, though when it weakens, begin your search for an HMG, and don't rely on it too much.

StG44-Not a good gun overall as it is weak, and ammo will deplete quickly. But it does have advantages, like it's accuracy and relatively small reload time, good weapon to use if watching a window, but look for an HMG over this.

MG42-This high powered MG can lay waste to entire lines of zombies. It is extremely effective due to its unrivaled rate of fire. However, this gun has the most recoil of any gun in Nazi Zombies (Yes, more than M1919). Therefore, it is advised to burst fire, however if there is a whole line of Zombies, then it may be worth it to go all out. This gun eats ammo up however the reload time is about half that in Multiplayer, so it isn't that long. This gun rivals the Ray Gun and in many places it is better. If you turn around while rebuilding and find three zombies you can kill them all with its high rate of fire provided you have at least 25 bullets.

FG42-A good weapon to have in the early-mid rounds. It's strong, light, and has a rate of fire that can rival the MG42's. However, its small magazine capacity prevents it from being a reliable gun as the game progresses. Best used to quickly score lots of points to be able to get another weapon when it runs out of ammo. Its recoil is quite high, so it is advisable to "climb".

.357 Magnum Revolver-An excellent weapon to have up to round 15. Its one-shot kill ability (depending on range) makes it a highly coveted weapon among players. However, it isn't without its flaws. It only has a capacity of 6 cartridges, frequenting reloading. This takes away time, and in Nazi Zombies, time isn't something you always have. Other than that, this weapon makes a great alternative to a lot of other weapons you may be wielding. It can penetrate up to 3 zombies, which really helps if you are employing a strategy that involves funneling the zombies into a small choke point, although once the magnum loses its one-shot killing power, you should begin your search for a ray gun.

M1911-It's more reliable in the beginning of the level, where there are less zombies. These zombies are very weak, which will allow you to scratch up some points. However, this pistol should be traded off as soon as you can afford a much more reliable gun.

M1 Carbine-A must have weapon in the first few levels. Its semi-auto nature makes it superior over the Kar98k. However, like other semi-auto weapons, it is only good for the beginning rounds, as the increasing number of zombies makes this gun extremely ineffective in the later rounds. Trade off this weapon by at least round 6.

M1 Garand-It is semi automatic and it is quite accurate, but lower ammo count and weaker damage compared to other semi-autos are it's downfalls. It can be also fitted with a grenade launcher, but the attachement has the same disadvantages as the Panzerschrek, but ammo count and reload times are better. It is slightly more useful in all of the other zombie maps, but your better off avoiding using it in Nacht Der untoten.

M1918 Browning Automatic Rifle-Use this and you are going to send the undead back to hell. It is extremely accurate and has a fair reload time. It has a medium fire rate which gives you more time to aim at the zombie.

M1897 Trench Gun-The Trench gun is very powerful even on the later rounds. While less powerful than the Double-barreled shotgun, it has more ammo, a larger magazine and a quicker reload time.

Thompson- A decent weapon with moderate power, and a fast reload time (shorter if the magazine is NOT empty). Due to the upward recoil on this, headshots are easily obtainable with bursts. This gun is very mobile, and allows you to run round at a decent speed. Also, you can purchase ammo off the wall for it. The major downside to this gun is the small magazine size, although it is still a good weapon of choice for the mid rounds (10-17).

Molotov Cocktail-This incendiary device is not the most reliable weapon. Its only benefit is setting zombies on fire, leaving them to die a very slow and painful death. On the other side, however, it can turn the zombies into crawlers (useful if you require additional time to prepare for the next round), limit your teammates' vision, and even put you in Last Stand if you're not careful. There is no real downside to buying it, as it does not use any weapon slots.

M1919-This is a good gun, even in the higher rounds (10-29). This gun trades in the MG42's high fire rate and short reload for less recoil and more accuracy. This means that as long as you have teammates that can cover you while you reload, this gun can lay waste to entire lines of zombies while using less ammo than the MG42. However it takes much longer to reload than any other weapon so make sure you either have a teammate covering you or a good secondary weapon. If you know how to Reload Cancel this gun will be much more effective. Besides, it does more damage per bullet and somehow uses less ammo then the MG42.

Gewehr 43-As with other semi-automatic weapons, this gun is only effective in the earlier rounds. However, in the later rounds, its lack of power, small capacity, and semi-auto nature make it ineffective against the zombie horde. It

Springfield-The worst weapon available. Its iron sights are not accurate. If you try using this you see how it will take 1 and a half magazines to kill one zombie. I can't stress how terrible this gun is. In Nacht der Untoten, The only way to get it is from the mystery box. By the time you get it, you will need a better gun since you open the box around round 4.

Panzershreck-Normally you would think that a rocket launcher would be an amazing weapon. This isn't the case. The Panzershreck usually just turns the zombies into crawlers. Plus, it's heavy, hazardous to you, limits your vision (through the smoke and iron sights), and comes with little spare ammo (4 rockets). Definitely not a great weapon, although it is far more reliable in the other maps.

Knife-Reliable in the early rounds, where the zombies are weaker. It is an excellent way to conserve ammo and get many points. However, as the rounds drag on, the zombies become more resilient to knife blows. This prevents the knife from being an effective weapon in the mid to later rounds. It's good to use it during Insta-Kill. Also, the number of knife attacks to take down a zombie are the same as the round number (except round 4, where it is still 3), so past round 4 or 5, using it is dangerous. An effective strategy to use with the knife if a zombie corners you and you need to reload a slow gun, if you shot enough bullets in him, 1 or 2 knife slashes will probably kill him, this can be a lifesaver.

Hints And Tips

 * One of the most important things to remember in Nacht Der Untoten is to NEVER open all three doors. This doesn't help at all. The best tactic is to access the HELP room via upstairs. Two people can guard the stairs while two can clear out the HELP room. If one opens the HELP room from downstairs, two can guard the door, but they are prone to zombies sneaking past the other two. If the downstairs HELP is opened, open upstairs as well. This will allow more zombies to attack the front of the HELP room rather than accessing the HELP room directly.


 * If you are reloading and you're cornered by a zombie, mashing the knife button will save you, but only if there aren't other zombies grouping you. This is only applicable to the earlier rounds, in later rounds, the amount of stabs needed to kill the zombies happens slower than two hits from the zombie, which will kill you.


 * ALWAYS reload before you get Max Ammo. This will allow you to have a full magazine when you get the power-up, giving you the maximum amount of ammo your gun can get.
 * Try to score as many points as possible in the earlier rounds as having lots of points to spend will improve your chances of getting a powerful weapon. Good guns to use for scoring points are the MP40, Thompson, FG42, MG42 and M1919 Browning(which are also two of the best and most popular guns at higher levels) and STG 44. The flamethrower is also effective against groups and zombies at windows.


 * Contrary to popular belief, opening new rooms does NOT let more zombies in. It simply allows more entrances for them to enter through. The set amount of zombies per round will be spread between the windows. A skilled player can use this to their advantage by 'funneling' the zombies in certain ways. For example, if running round the help room, the stairs in the main room may be opened in order to make a larger proportion of the zombies enter through the door, as it is easier to kill them when they enter through here.


 * In the first 3 or 4 rounds, players should concentrate on conserving ammo in general, often easily using the knife. The number of knife melees needed to kill the zombies corresponds with the round number, except for the 4th round.


 * It is advised to only open the "Help" room when players have enough points to both open it and purchase the weapons inside. Unlocking the "Help" room opens three more windows for zombies to enter.


 * In the "Help" room, the wall opposite to the side right-hand side window can be broken through by zombies. The flamethrower can actually fire straight through this wall. This window is regarded by many as the hardest to defend, as your view of the zombie is blocked while the wall is up.




 * A very good place to hold out is the upper floor, near the grenade pickup. First you have to open the "Help" door, and then open the upper floor through the "Help" room. Hold out near the grenades, so that one person is watching the window near the stairs down (don't open it though) and the other three should watch the doorway between that section with the grenades and the rest. This tactic makes all the zombies come from two directions: from the doorway that leads to the rest of the building and the window. This tactic was used to set a world record without using glitches of 35 rounds. This has however been beaten through a different tactic, with zombies chasing the player round the help room. This has been used to get to level 152 (video proof up until level 82 on YouTube. Creator claims file size was too big).


 * Another popular tactic is to wait until every player has a few thousand points. Next, a player opens the first staircase and another opens the second. Then the players hold out in the 'Help' room. This strategy will create a 'bottle neck' at the second staircase, where all the zombies from the other parts of the house have to go down a single staircase to reach the players in the 'Help' room. One or two players can cover the windows and wall, while the remaining cover the staircase. This tactic has other benefits, such as immediate access to the Mystery Box, and plenty of room to move around if zombies start overwhelming the players. I would recommend having 1-2 players (depending on # of total players- 1 for a 2 player team, 2 for a 3 or 4 player team) armed with machine guns (MG42 or Browning 1919) standing at the top of the stairs covering the doorway to the starting room staircase and the window near the rifle cabinet, while the remaining players take whatever effective weapons are available and hold the mystery box room. if the team is overwhelmed, they can retreat to the base of the stairs and then to the corner with the mystery box to make their last stand.


 * If all but one/most of the zombies are eliminated during a round, the final zombie(s) can be wounded so that they crawl on the ground or hold the zombie at a window, continuously repairing the window as the zombie tries to break in. This gives the player much time to restock on ammo, reload weapons, and fortify positions before the next wave comes.


 * At the beginning of the level, the player is given enough points to buy only one of the two weapons in the main room right off the start: the Kar98k. This weapon is only useful for the first couple levels, in which you should be shooting at the zombies safely from behind the windows. Once you're to the point where it is inevitable that the zombies will break into the house, the Kar98k becomes useless. The other weapon in the room, the M1 Carbine, can be bought as soon as the end of the first round. It has almost as long of a range as the Kar98k, faster rate of fire, and a three times larger magazine; however, the damage is very low, and even if you get a head shot, it will not always kill a zombie. By this point you will normally have gotten a new gun anyway, so this is not a major flaw at the time you use the gun.


 * Many people feel that the flamethrower is overrated, as in the later levels, some people cannot rely on it. Zombies burned with the flamethrower will continue to live for some time before dying, allowing them a chance to overwhelm you. However, zombies flamed will be "stunned" for a second, easily giving you a chance to run and let them burn. This can be very useful on the much higher levels as it would take a lot of ammo to kill each zombie otherwise and the flamethrower kills them relatively quickly. The flamethrower can spray several zombies and kill them within 5 seconds around level 50, although five seconds is enough to be cornered by the burning group. If the player is using the second tactic mentioned above (running round the help room), they can spray the zombie group following them and run.


 * While this can be a dangerous tactic, it can sometimes be beneficial to let yourself get downed (assuming you are on multiplayer) if you are out of ammo. Sometimes it is impossible to go and get another gun so this can be useful when you have the Ray Gun especially, however if a max ammo is acquired, the other player should wait until the other is revived otherwise the downed player will receive no ammo.


 * You should ideally go for a Ray Gun with MG/flamethrower combination. As on higher rounds you are likely to run out of ammo on either a ray gun or MG/Browning, so you should have both. Remember that the MG42 will not last very long, as the rate of fire is very quick. A Browning is acceptable, however its firepower is far inferior to that of the MG. It does, however, have a large magazine capacity and slow but powerful fire rate, so it can be used as long as you have time to reload after the magazine is exhausted. The reload time for the Browning is VERY long (the longest of any weapon in the game) so you may want to use one magazine per round and switch to your other weapon when the magazine runs out.


 * On earlier rounds, (between 5 and around 12) the Thompson is a very effective weapon as its recoil causes the gun to get many headshots when aimed at the chest. Also, ammo can easily be bought for this as it is on the wall in the help room.


 * When repairing the wall, it may be beneficial to leave one part broken, so you can still shoot zombies on the other side without having the flamethrower.


 * If you have just repaired a window and a zombie was fairly near the window when you started, be careful as the zombie can sometimes either climb straight through the barriers or attack you from the other side.


 * If you have a Magnum and a Ray Gun and you are about to go down (if you're in multiplayer), make sure you have your ray gun out as you are downed. This way, you can still use your ray gun while you're on the ground to cover your teammates while they revive you.


 * Theoretically, the less people there are playing, the further you can get. This is because when you play with more than one person, the game adjusts itself to give each player a significant amount of zombies to keep it busy. Therefore, levels can be considerably shorter on solo mode than with four players.


 * If you manage to shoot 3 zombies with only 1 bullet, you will receive the 'Rough economy' achievement/trophy. You can easily do this with the PTRS-41, Magnum or the Ray Gun. This is possible on any zombie map.


 * Be careful with the Ray Gun; if you are too close to the wall and you fire, this may result in the splash damage of the Ray Gun actually killing you.


 * One of the worst things you could do is to back yourself into a corner, unless you are camping. This puts you in a bad position as eventually you will have to reload allowing the zombies to attack you. This really could happen on any of the maps.


 * Keep in mind that on Level 6, Zombies will begin to run instead of walking like in the first few levels.
 * If a player is killed at any level try to make sure you obtain any new weapons before the end of that round so when the player respawns they will be able to have at least one try at the mystery box.

Strategy 1
First play with 3 or 4 players. Have each person have 1 window to guard. On the first to fourth levels you all should back up in the little corner near the help room and take turns killing a zombie. Don't go for bombs until the higher levels. After that the player with the least points should Rebuild 2 windows and the rest rebuild 1 window. Only use the pistol at the first level to kill a zombie. Then buy the M1A1 Carbine. Keep on using that weapon until level 4. The remaining bullets of the pistol should be used to kill zombies. After that "pistol fantastic event" use the M1A1 carbine again. If you ever get a Max-Ammo power-up use the pistol(only for levels 1-5). When you need a retreat immediately open the "HELP" room. Then try to get a Ray gun, MG42,etc. and replace it with the Colt. Only use it when you REALLY need it or at the ends or beginnings of rounds. 2 people guard the windows. 2 people guard the door outside of the Hell(p) room. Only rebuild the first 2 windows near you. When it starts get to be heavy go upstairs(round 9,10) and you all should have a good gun. The two weapons should be Ray Gun with a Flamethrower. 2 people with a Ray Gun and a MG42. Ray Gun with a Browning, FG42, or a Trench gun. 3 people should be at the place with the window near the sawed off shotgun.2 people should be at the entrance, 1 person on the window throwing grenades a lot, and a person covering the window on the right side. If a person has died and is back again have a person go with him to the place where he needs a weapon let him buy the best gun affordable than let him guard the window on the right. Don't go off somewhere and stay in your positions the whole time unless you need backup or you see a Bomb or Max Ammo. If you run out of ammo just don't buy a new one. Use your other weapon. Someone should sometime later get a max ammo. On the Harder levels, one should have enough points to not have to dive into masses of undead for Double Points.

Strategy 2
Get your first kills with your pistol until you are on your last magazine, or out of ammo, then buy the M1 Carbine. Hold out with your friends until between round four and round five. The person with the most points (1950+) should open the help room, then buy your guns and hold out in there until round six or seven with two people guarding the cave and windows in the help room and the other two in the main room. When round eight and nine roll around, have the two people in the main room come in the help room and guard the door with the other two still guarding the windows and the cave wall. at the end of round nine, open the stairs FROM THE HELP ROOM and back up to the grenades with the Heavy Machine Guns (MGs, Brownings, Ray Guns) crouched in front of the people in the back (PTRS-41s or HMGs)(standing). If seen from above, you should look like this: ::. Hold a zombie at the end of each round so people without ammo can get another gun or get a Max Ammo if there is one around. You may need to alternate your positions (if a Browning or MG needs to Reload) but keep the same basic shape. Also, the zombies will all come from one room in front of you (except for a few that come to the window at your right) so you can chuck some grenades out there if you are standing in the back. WATCH OUT FOR CRAWLERS if you throw the grenades. If a zombie breaks in from the front of the :: and gets behind you, run out of formation, kill him, and get back in quickly. If any get behind you, its over. It is possible to get up to round 30+ using this formation.

Strategy 3
It is a good idea to only use your knife in round 1 through 4. Then you should follow strategy 2 (Except not to buy the carbine!). Not buying the carbine will save you 600 points in which you could use for the mystery box! Keeping the pistol will give you an invaluable weapon to use for Insta-Kill. Hold out until you all get either at least 1 of these weapons: Ray Gun, MG42, or the Browning, (or two) However if you are starting to be overwhelmed and did not get the guns yet, these guns will do: .357 Magnum ,FG42, Trenchgun, Double-Barreled shotgun (Not advised and only as a last resort. Try to get a crawler and trade it ASAP) Panzerschreck (NOT ON SOLO!!) ,flamethrower ( Not on solo or 2 player. Only 3 or 4). As in 3, open up the couch in the help room then go by the grenades. Go into the formation. It's better to be organized!

Strategy 4
2-4 players. Get the carbine when you have enough points, but don't use it until you run out of pistol ammo. After the first round you start to get overrun at, open the "HELP" room. you should stay here until you get either 2 MG (30 cal or MG-42), an MG and a Ray gun, or a FG-42 and either a Ray gun or a MG. It is also better to wait until round 14 or 15 before you open the stairs or when ever your ready. When you do open the stairs, go to the room with the grenades and have men positioned in the following (do not open the other set of stairs. There are only two entrances into the area (minus the stairs) which makes it easier to defend against large zombie waves). (Man 1) Post a man at the window, holding down the repair window button, only shoot through the window if there are TWO zombies there and always keeping one there so, if the repair button is held that zombie wont go any ware leaving your group to get ready for the next wave (it being the last zombie). (Man 2) Next post a man in between the window keeper and the door (make sure he has a ray gun or a browning etc. something that will kill fast) so the zombies will go to him not the window keeper (this guy is also a big killer). (Man 3) Next have a man next to the window keepers support and looking through the door, this will be your main killer, he will just fire at anything that comes through your door. (Man 4)Position this guy to the very left but further from the door as Man 2 and 3, this will take out any zombies that get too close (this guy shouldn't have a machine gun or it will be difficult). Feel free to rotate around, Man 3 will probably make the most money so make sure one person isn't always playing it. Good luck!

Trivia

 * In the trailer, one of the marines shouts "Take cover!!!", which is one of the exact same sound effects from the Call of Duty 3 trailer.
 * This mode is not available for the Wii version of the game.
 * The song that plays during the game over/scoring screen is called Lullaby for a Dead Man.
 * A Ray Gun can be bought in the Mystery box, which is only otherwise available in other Nazi Zombies levels, or through an easter egg on Little Resistance.
 * The Thompson buyzone incorrectly states that it costs 1500 points for the weapon, but it really costs 1200 points.
 * When crouching, the Sawed-Off Shotgun's reticule becomes smaller. In multiplayer, this does not happen.
 * Occasionally when you shoot a zombie right when it's about to hit you, it restarts the meleeing animation and buys you those few precious seconds that you can escape with.
 * Flames (from molotovs or the flamethrower) will burn the bushes outside. This can reveal zombie spawn points, where they will seem to appear out of thin air.
 * Nacht der Untoten is the only Nazi Zombies map to have any scoped bolt action rifles (the PTRS-41 technically being a semi-automatic rifle).
 * An eerie cackle can be heard at the beginning of the level and at the game over/scoring screen.
 * From round 11 and beyond, the tally marks are replaced by Arabic numerals. (12, 13, 14, etc.)
 * In the help room next to the mystery box lies a radio on the table. If you shoot/knife it then it will start playing music. Repeatedly striking the radio cycles through all the songs.
 * The building in which the players defend themselves resembles one of the buildings from the multiplayer map Airfield, as well as the single-player mission Hard Landing, with some minor differences.
 * When Nacht der Untoten is selected from the single-player solo mission selection, there is a special opening cut-scene. The cut-scene shows the perspective of a survivor from a crashed B17 bomber and an advancing wave of zombies on the horizon. Strained breathing can be heard from the survivor, in addition to perspective "blackouts" when the cut-scene fades and then refocuses.
 * There have been cases due to extreme lag that the host starts out on his back with no gun, and cant get a secondary weapon.
 * It is unknown if the crashed aircraft had to make an emergency landing or was shot down by another force. The downed plane does not have any Axis markings on it and it is damaged quite a bit, suggesting that the aircraft was brought down by hostile forces.
 * The crashed plane found outside the building can also be found in the single-player mission Hard Landing, after the player has assaulted the building full of enemies and prior to attacking the tanks with the Bazooka. By using Rifle Grenades, it is possible to jump out of the building and find the plane.
 * Scattered around the bottom floor there are helmets and blood stains, possibly suggesting that the person you play as was not the only survivor, though they'd be have died before your character/characters make it there, supported by the unfinished 'HELP' on the door in the first room, the sandbags blocking off the windows and the two messages near the stairwells.
 * On the official site, on the Mysterious Radio Transmissions intel, it says "ever since the second outbreak at Nacht Der Untoten", possibly indicating another zombie outbreak before the one in Nacht Der Untoten although it most likely relates to where it all started, Der Riese.
 * There are many signs that indicate this area is somewhere near Germany, or in a German occupation area. One thing that supports this is the Nazi Zombies themselves; if this took place in Airfield, there would not be any Nazis around. Another thing that supports this is that the truck by the barred area has a swastika on it. One final example is that in the "Hel(p)" room, there is a chest with the German phrase, "Eigentum der Deutschen Wehrmacht", translating to "Property of the German Armed Forces".
 * It is also thought that the character could be in the USAF or RAF because of the crashed plane. Though the character models look exactly like a United States Marines, so it is likely that the character is affiliated with the American forces. This may be supported if the characters are taken to be the same as in Verruckt, as one of the quotes heard in the new map is "you picked on the wrong marine", showing that they are indeed American.
 * When coming down the "help room" stairs, zombies can sometimes float down through the floor into the help room.
 * A mod for the PC version of this game allows you to play with the modern weapons of Call of Duty 4: Modern Warfare.
 * If you use the PTRS and shoot at the shins or boots of a zombie, it is possible to make a crawler.
 * In the tralier the person who you see still alive might be Barron from Black Cats.
 * On the iPod touch and iPhone versions of the game, the ray gun is significantly less powerful. It becomes a 2-hit kill at round 11, 3-hit kill at round 15, 4-hit kill at round 19, 5-hit kill at round 21, and so on and so forth.
 * On the iPod touch and iPhone version it is impossible to reload cancel by attempting to switch weapons, you must use the knife to stop reloading.