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 singleplayer solo mission.

Gameplay
Nacht der Untoten is set in a run-down building, where up to four players must defend against a limitless number of waves 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. The game ends when all players are down or dead.

The game is divided into rounds, often referred to as "days" by players. Once a day is finished (by killing all the zombies), there is a small period of time where players can repair barricades, buy weapons, and regroup for the next wave 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.

thumb|298px|right|New Nazi Zombie mode map===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 10 points for each non-fatal stab and 130 points for the killing blow. 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", wherefore 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 barricade.

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


 * Double XP - 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 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.
 * Incineration/Atomic Bomb - 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 who's heads explode, causing them to die instantly, starting with the zombies closer to the bomb, and spreading outwards.
 * 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. The mystery box is also more likely to give out rare weapons if the player activates it when the question mark logos are flashing at their brightest gold.

No Japanese weapons can be obtained from the "Mystery Box" (or are available in Nacht der Untoten), and very few Russian weapons (mostly limited to rifles such as the PTRS-41 and Mosin-Nagant) are available. 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.

Weapon Placement
In the first room players start in, there is a Kar98k buy zone right next to the iron bars that costs 200 points. Further to the left on the same side of the Kar98k is an M1A1 Carbine buyzone that will cost players 600 points.

In the "Help" room on the same floor, there are 2 buy zones for a Thompson (1200 points) and a Double-Barreled Shotgun (1500 points). The "Mystery Box" is also available in this room, and costs 950 points to activate.

On the second floor is a cabinet containing 3 sniper rifles which will give a Scoped Kar98k to a player when activated. There are also four buy zones on the second floor for a BAR (1800 points), a M1897 Trench Gun (1500 points), a Sawed-Off Double-Barreled Shotgun (1800 points) and Stielhandgranate (250 points).

Available Weapons

 * Stielhandgranate (2 are recieved each round)
 * Double-Barreled Shotgun
 * Sawed-Off Double-Barreled Shotgun (always with the Grip attachment)
 * PTRS-41
 * Kar98k (unscoped or scoped)
 * Ray Gun
 * M2 Flamethrower
 * MP40
 * MP44
 * Mosin-Nagant (unscoped or scoped)
 * Stielhandgranate
 * Deployable MG42
 * Deployable FG42
 * .357 Magnum
 * M1911
 * M1 Carbine
 * M1 Garand (often with a rifle grenade attachment)
 * BAR
 * M1897 Trench Gun
 * Thompson
 * Molotov Cocktail
 * M1919 LMG
 * Gewehr 43
 * Springfield (unscoped or scoped)
 * Panzerschreck
 * Holy pistol

Effectiveness Of Weapons
Stielhandgranate-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.

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.

Sawed-Off Double-Barreled Shotgun with Grip-This gun has the same advantages and disadvantages as the Double-Barreled Shotgun, however it has a shorter range with higher power. It is a matter of personal preference as to which shotgun you prefer.

PTRS-41=This sniper is extremely powerful, 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. You can also stand upstairs above the help room and snipe from there. In later round however this is not reccomended unless you know that you are heavily guarded.

Kar98k (unscoped or scoped)-Unscoped, this weapon is only useable in the first few rounds. After round one you must rely on headshots. The main reason for buying this gun would be the low cost as it is the only gun you can initially buy. Scoped, this weapon is much more powerful and can be used longer as a one shot kill weapon. It has the same applications as the PTRS-41, however it is much less powerful and will cease to be one shot kill much earlier. At this point it is useless.

Ray Gun-This weapon is, for most players, the best weapon in the game. It's 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. It holds 180 shots (including the clip), so the likelyhood of getting a max ammo 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 innaccurate 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.

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 bullets to kill a single zombie.

MP40-This gun is effective on lower to mid rounds, as it has decent power and it is fairly easy to obtain headshots. In the mid rounds you have to aim for headshots though, as it is not powerful enough to kill many zombies in the chest. This gun is very mobile, so you can easily maneuver around the house while using it. Its clip size is acceptable for a gun of its power per bullet, however it is too small for the higher rounds. This gun is innacurate in mid to long range due to its relatively high recoil.

MP44-Although a weak weapon, this gun is effective in low to mid rounds due to its high accuracy, and therefore ease of headshots. This gun is very innefective in the chest. You must aim for headshots, even in the lower rounds. This gun is good for mid to long range.

Mosin-Nagant (unscoped or scoped)-Unscoped, this weapon is only useable in the first few rounds. After round one you must rely on headshots. The main reason for buying this gun would be the low cost as it is the only gun you can initially buy. Scoped, this weapon is much more powerful and can be used longer as a one shot kill weapon. It has the same applications as the PTRS-41, however it is much less powerful and will cease to be one shot kill much earlier. At this point it is useless.

Section to be continued.

Hints And Tips

 * It is best not to open the "help" door until wave 5. Also the person with the most points should open it


 * 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, or day, number, except for the 4th round.


 * During the lower levels (specifically 1-3), it is recommended to let the zombies break the wooden barriers, so that you could repair them and get extra points.


 * 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 you're view of the zombie is blocked while the wall is up.


 * Choosing to open the "Mystery Box" is a gamble. You may end up with a rare and powerful weapon or another pistol, however there are two pistols which you can aqquire and they are actually both very good. The magnum is one shot kill up to round 15 (on 4 player, unsure about others), at which point it becomes useless considering it can only kill two zombies and its low accuracy make it a gun which may not be suited for a player of lower skill.


 * Flame-based weapons such as the M2 Flamethrower and Molotov Cocktails (not very effective and more often then not simply create crawlers) are highly effective against zombies. However, a zombie set on fire by a flamethrower in the higher levels will take at least two-to-three seconds to die, which could put a careless player into Second Chance.




 * If you wipe out an entire zombie group simultaneously, an incineration drop might appear.
 * The PTRS-41 can be useful, so long as you're not on solo mode and your friends have you covered pretty tightly. So long as your teammates are covering whatever windows may be near you, you can pick off the ones coming from a distance (this strategy is recommended only for experienced players).
 * Upgrades like Insta-Kill, Max Ammo, and Double-Score can only be dropped by zombies if they are killed inside the house in certain ways. Insta-Kill, for example, will only be dropped if you kill a zombie inside the house using only one round from your gun. The max ammo powerup can probably only be dropped if you kill a handful of zombies by completely unloading on them.


 * 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, and he is most likely lying)


 * 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.


 * 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 clip size; 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 of gotten a new gun anyway, so this is not a major flaw at the time you use the gun.


 * The Trenchgun and Double-Barreled Shotgun are both equal in firepower but not usefulness, as later on the Trenchgun will take 2 shots instead of one to kill a zombie, and the Double-Barreled Shotgun will almost always be a one-shot-one-kill weapon, but the reload time for it is quite long and in general, only 2/3 zombies will be killed with the two shots (these have to be up close as well, which can put the player at risk). For this reason the trench gun is superior due to its much larger clip size and its ability to interrupt the reload sequence. It is fairly easy to get headshots with the trenchgun which increases the period which it is one hit kill, although when using any shotgun, players often ignore the head and just shoot at wherever they can hit.


 * 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 clip size and slow but powerful fire rate, so it can be used as long as you have time to reload after the clip is gone. The reload time for the Browning is VERY long (the longest of any weapon in the game) so you may want to use one clip per round and switch to your other weapon when the clip 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 recieve the 'Rough economy' achievement/trophy. You can easily do this with the PTRS-41. This is possible on either zombie map.

Strategies
1. Get to level 5. Then Open upstairs. Use the trenchgun to hold out to level 6. Then open the other stairs but NOT the Help room. This will allow the zombies to come only one way. A good way to funnel!!!

2. Play with 3-4 players (3 reccomended). Begin in the main room all use pistols on zombies as they are easy guns to help stack points. When 600 points has been attained it is reccomended that players buy the M1A1 Carbine for easy points and kills. At round 5 open up the 'Help' door and enter the room, I reccomend that player with most points opens door. When in the room players should use the random weapon box and use their early round points. If after 3 go's on the box with no good guns then purchase the Thompson. Players with best guns should stay in the main room occasionaly helping the single or other players in the help room. If at round 10 all players have good guns proceed up the stairs. I reccomend all players have Ray Guns + one with a flame thrower and others players with either Deployable Browning, MG42 or FG42. The MG42 is better than either of the other deployables and I reccomend the FG42 over the Browning. When upstairs go into the room with the grenade and sawed-off shotgun slots/weapons. As the curvy staircase does not need guarding all that needs to be defended is the doorway and the window to the right of the room. Have one player guard and stay at the window then have one player with the flamethrower at the sandbags and burst fire with the flamethrower to stop over heating, this player should also use the ray gun to mow them down in heavy waves. The last players should be throwing grenades and shooting from the grenade purchase place at the back of the room. When recovering players have another cover you and allways try to keep the last zombie alive as long as possible so that players can rebuild. At around round 18 stop throwing grenades and just shoot using ray guns and deployables as grenades stop becoming effective at slowing down the zombies.

Trivia

 * It is ironic that in the menu before the game loads during online matches that it says "The treasure chest is a chance; you could end up with the most powerful weapon or get a spare pistol." because the most powerful weapon (the Ray Gun) is technically a pistol, as you can use it in Last Stand. The other obtainable pistol, the magnum, is not a bad gun either. It is one shot kill up to round 15 approx.


 * There are many signs that 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 that has writing in another language. It obviously isn't English, nor Russian or Japanese. It says something that ends with Wehrmacht, and it is presumed to say "Property of the Wehrmacht."


 * "Nacht Der Untoten" is German for "Night of the Undead".


 * This mode is only available for the Xbox 360, the Playstation 3, and the PC variants of the game.


 * A Ray Gun can be bought in the random weapons box, which is only otherwise available through an easter egg on Little Resistance.


 * A demonic witch like laugh can be heard when the game starts and when it ends.


 * Once you get past round 10, the tally marks simply become numbers.


 * Nacht der Untoten is set in a building almost identical to the large building from the map, Airfield. This building is also seen in the campaign mission Hard Landing, when the player obtains an M1 Garand with rifle grenades, before attacking the tanks on the landing strip, the building the Marines assault is the building seen in this mode.


 * When Nacht der Untoten is selected from the singleplayer solo mission selection, there is a special opening cut-scene. The cut-scene shows a plane crash (possibly a PBY Catalina from the solo mission Black Cats) and on the horizon an advancing wave of zombies from the perspective of (theoretically) a survivor of the plane crash (as the during the cut-scene, strained breathing can be heard in addition to perspective "blackouts" when the cut-scene fades and then refocuses). If the plane that crashed was a PBY Catalina, then it is entirely possible that the player is Locke in the singleplayer solo mission of Nacht der Untoten (as opposed to the multiplayer version, which has no opening cut-scene). But then again, the mission Black Cats takes place over the Pacific Ocean, so why would the plane have crashed in the middle of Germany?


 * If the player is Locke, this could be a reference to the popular TV show Lost, where many people (including one of the main characters, John Locke,) crash on a mysterious island that no one knows the location of. There are also many other people on the island not on the plane. The Locke in the game would have crashed in a plane to an uncharted area and have to fight people (Nazi Zombies,) that were not on the plane. In the TV show, Locke gets off the island, so maybe the Locke in game would leave the area that Nacht der Untoten is. However, this is only a speculation. It is possible that Locke left this building and ran to the asylum featured in Verruckt.


 * 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 planes in Breaking Point that bombed Shuri Caslte are exactly the same as the one that crashed down in the beginning of Nacht der Untoten. A possible explanation is that that one of the planes from Breaking Point was flying back to an American base to refuel and reload but it was shot down in a German airfield.


 * 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.


 * 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.

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 * When crouching, the Sawed-Off Shotgun's reticule becomes smaller. In multiplayer, this does not happen.
 * Reloading the double barrel shotgun {Sawed-Off or not} takes much longer to reload than in multiplayer, {even without sleight of hand}

Strangely, the bunker in Nacht der Untoten is located in Germany, except in the campain when you find the bunker it is in a Japanese-American level and on Airfield in multiplayer it is a Japanese-American map, how could Nazi zombies be in Japan?
 * A glitch when the bipod is somehow used (through glitch or by accident) will cause the game to end with an error message. This glitch has apparently been patched because you can't really plant a bipod anywhere anymore.