Call of Duty: World at War Walkthrough :
This walkthrough for Call of Duty: World at War [Playstation 3] has been posted at 30 Jun 2010 by :.AliceDaBabe.: and is called "Der Riese Guide". If walkthrough is usable don't forgot thumbs up :.AliceDaBabe.: and share this with your freinds. And most important we have 7 other walkthroughs for Call of Duty: World at War, read them all!
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Walkthrough - Der Riese GuideZombies is srs bsns. Welcome to... ______ ______ _ _ | _ \ | ___ (_) | | | | | |___ _ __ | |_/ /_ ___ ___ ___| | | | | / _ \ '__| | /| |/ _ \/ __|/ _ \ | | |/ / __/ | | |\ \| | __/\__ \ __/_| |___/ \___|_| \_| \_|_|\___||___/\___(_) To quickly navigate to the section you want copy the code next to the section title in the contents below (ie '[PAP]' for the Mainframe & Pack-A-Punch section), press ctrl+F (or cmd+F for Mac) and paste it. Intro [INT] Weapons [WPN] -Tier List -Pack-A-Punch Effects -Things Worth Noting Perks [PRK] The Pack-A-Punch Machine & Teleporters [PAP] General Tips [TPS] Strategy [SGY] -Rounds 1-4 (getting points efficiently) -Rounds 5-11 (getting points efficiently and activating teleporters) -Rounds 12+ (surviving as long as possible, the catwalk strategy) -The Last Rounds (when all your teammates are down and you're out of ammo) Solo Strategy [SOS] Keeping Your Ammo Levels High [AMO] Story (in-depth explanation of the story and characters) [STR] Story Quick Overview (quick explanation of key points of the story) [SQO] Easter Eggs [ERE] -Theme Song -Hidden Recordings (radio locations) -Hidden Illuminati Messages -The Fly Trap (control panel and Samantha's toys locations) -A Few Interesting Things -The Red Liquid -Other Stuff You Can Interact With -Characters Models -Mystery Box Skin And Lighting Glitch Trophies/Achievements Guide [TAG] Everything Else (contact me, legal, updates etc) [EVE] ----------- Intro [INT] ----------- Yo, I'm gonna assume you've had a look around Der Riese already and basically know the layout, I'm also going to assume you've played Nazi Zombies before and get the general idea of it. Der Riese has some new innovations, it's got fully functioning teleporters, weapons are now upgradeable, it fleshes out the Zombies story and more. This guide contains some general tips to make it easier and explain some stuff that players new to the map may not know. I'm not going to list any glitches in this guide, so don't ask me for any. That all said, I hope this mini-guide is of help to some people, because Der Riese is awesome. ------------- Weapons [WPN] ------------- * Tier List (all just my opinion) This takes into account how useful the gun is throughout Der Riese and its Pack-A-Punch'd counterpart - I'd say it's not worth Pack-A-Punching anything below high tier usually. Anything God tier you should pick up straight away, if anyone else on the team already has the Wunderwaffe then the best combo you can get imo is a Ray Gun with either the MG42 or PPSh. Also Monkeys are awesome and incredibly useful, even if you have the two best weapons you can get you should keep spinning between rounds to try to get Monkeys. Awful tier are fine for the first several rounds, after that I'd say anything low tier is great from the beginning through to the mid-teen rounds and further if PAP'd. This is very rough and just to give a basic idea of what weapon you should grab out the box based on what you already have, you'll have your own preference for weapons and really that's what's important, you may be better with some weapons than I am and find them more useful, a good example of this is the Flamethrower, I hate it, it obscures your view and the view of others and earlier on I prefer other weapons to rack up points with a few shots + knife combo or headshots, others however find good use for it in solo and co-op play, so like I say this is just my preference: God Tier: Wunderwaffe DG-2 Ray Gun Monkeys High Tier: MG42 Browning M1919 PPSh-41 Mid Tier: STG-44 FG42 MP40 Thompson Type 100 M1891 Trench Gun Low Tier: BAR Double-Barreled Shotgun Double-Barreled Shotgun w/ Sawed-Grip PTRS-41 Gewher 43 M1A1 Carbine M1 Garand (with M7 Grenade Launcher) .357 Magnum Awful Tier: Panzerschrek Kar98k M2 Flamethrower M911A1 Molotovs * Pack-A-Punch Effects As a future reference many players abbreviate Pack-A-Punch to 'PAP' and I will do this at some points throughout this FAQ. Generally most PAP'd guns feature larger magazines, higher ammo capacity and deal more damage, that and they shoot prettier colours and have a cool new look. Here I will list the effects of PAP'ing each gun without going into much detail (people have listed stats on sites online, if you're interested try Googling to find them). Colt M1911 => C-3000 b1at-ch35 - Now shoots Grenades, holds double ammo. M2 Flamethrower => FIW Nitrogen cooled - Increased damage, takes about twice as long to overheat. Kar98k => Armageddon - Increased damage, increased magazine size, holds a little more ammo. Panzerschreck => Longinus - Increased damage, loads 3 shots at the same time now, holds double ammo. .357 Magnum => .357 Plus 1 K1L-u - Increased damage. M1 Garand (M7 Grenade Launcher) => M1000 (The Imploder) - increased damage, magazine holds a little more ammo and now loads 3 grenades at a time, can hold more grenade ammo. M1A1 Carbine => Widdershins RC-1 - Increased damage, now shoots full-auto, holds a couple more magazines worth of ammo. Gewehr 43 => G115 Compressor - Increased damage, magazine holds 2 more rounds, holds an extra 50 ammo. PTRS-41 => The Penetrator - Slightly bigger magazine, better bullet penetration (one bullet can travel through more zombies). Double-Barreled Shotgun => 24 Bore Long Range - Increased damage. Double-Barreled Shotgun w/ Sawed-Grip => The Snuff Box - Increased damage. BAR => The Widow Maker - Increased damage, magazine holds 1.5x more ammo, holds a little extra ammo, increased rate of fire. M1897 Trench Gun => Gut Shot - Increased damage, larger magazine, reloads twice as fast. Type 100 => 1001 Samurais - Increased damage, double magazine size, holds a bit more ammo, increased rate of fire. Thompson => Gibs-o-matic - Increased damage, double magazine size, holds 1.25x ammo, slightly increased rate of fire. MP40 => The Afterburner - Increased damage, double magazine size, slightly increased rate of fire. FG42 => 420 Impeller - Increased damage, double magazine size, holds a little over double ammo, slightly increased rate of fire. STG-44 => Spatz-447 + - Increased damage, double magazine size, holds almost double ammo, slightly increased rate of fire. PPSh-41 => The Reaper - Increased damage, magazine is pretty much double size, holds more than double ammo, increased rate of fire. Browning M1919 => B115 Accelerator - Increased damage, holds 1.5x more ammo, increased rate of fire. MG42 => Barracuda FU-A11 - Increased damage, holds 1.5x ammo, increased rate of fire. Ray Gun => Porter's X2 Ray Gun - Increased damage, double magazine size, holds almost double ammo. Wunderwaffe DG-2 => Wunderwaffe DG-3 JZ - Double magazine size, holds double ammo. * Things Worth Noting There is only one Wunderwaffe in the box in each game so whoever gets it is the only person who will have it, if they go down and are not revived though upon their death the Wunderwaffe will return to the mystery box. On the subject of the Wunderwaffe whoever has it must be careful, if they shoot the ground near another player that player will get damaged, if they do this twice you can even kill teammates. Some people choose the Browning over the MG42, to be honest I have no idea why, it has a slower rate of fire, worse recoil when burst firing and it has a slower reload speed, I'd go with the MG. Similarly I'd also choose the PPSh over the Browning, when PAP'd it has plenty enough ammo, it fires accurately when shooting in bursts or emptying a full mag and it reloads very quickly, it's a great weapon. The Bowie Knife I felt was not applicable to be put in the list, though it's worth noting that if you buy it and die you will still have it when you respawn. Also this knife kills in one hit until round 12, just remember that zombies can easily hit you when you're in close, so use the reach of the knife to slash them (don't go close then knife, the knife attack pulls your player forwards a few feet fast) and pull back on the left analog stick as it makes contact to avoid getting hit. The Bowie Knife kills zombie dogs in 2 hits, this is useful if your only guns have high splashback damage (like the Ray Gun or Wunderwaffe) and the dogs get close. Monkeys are new to Der Riese, throwing them will have zombies ignore players and run straight for it and wait by it until it explodes with the same explosive power as a grenade, very useful for finding time to revive downed players, turn on electric barriers or help players that may get overwhelmed. Bouncing Betties are useful for your camping spot later on in case you are reloading and some zombies get close to your position, just don't put them in front of you, if you are defending from the catwalk of the Teleporter C building I recommend placing your betties in the corner you can fall back into, otherwise they'll just go off in vain when one of the fast Linford Christie-like zombies gets close. When dog rounds start you can place them in the direction they come from to let the Bettie take care of them before they get to you as well, another good tip using Betties to take care of dogs (or zombies if you're in danger of getting crowded) is to go sit in a corner, move out of the corner a little and place one, that way you can fall back into that corner if zombies get too close or a dog round starts, put them in other corners zombies wouldn't usually go into (unless they're following you) too and if one gets taken out you can run behind the other Bettie and the next dog will run into it trying to get to you. Electric barriers are very useful later on. In earlier rounds these are not worth using as they will cost you 1,000 points to turn on and each zombie they kill gets you 0 points, so don't bother till late on or when you're in a pinch and need to revive someone. Later on these are fantastic for doing in a huge amount of zombies, saving you time, stress and ammunition, turn it on at the beginning of the round and again when it goes off and the red light on the switch goes back to green - use Monkeys to get close if you have to and have the Wunderwaffe guy cover whoever goes (making sure he/she doesn't shoot too close to his/her teammate as they can be damaged by it too). It is possible to get Stielhandgranate (grenades) from the mystery box, it's just incredibly rare. ----------- Perks [PRK] ----------- The power switch by the generator (next to where the box is originally) has to be switched on before you can purchase perks, just like in Verruckt. Juggernog (2,500) -With this perk your character can take a lot more damage before going down, worth getting this before any other perks. Speed Cola (3,000) -Very useful, makes you reload twice as fast, best to wait till you have a good gun after round 10 before investing in this in case you go down and have to buy it again. Double Tap Root Beer (2,000) -Although you'll lose ammo very fast this perk doubles your rate of fire, this will make you tear through zombies easy especially when defending the catwalk when you are funneling zombies, great for guns like the MG42, Browning and the PPSh. Best to get this after Juggernog and Speed Cola. Try to fire in bursts unless zombies are getting close because it's easy to run out of ammo quick with Double Tap and each wasted shot will become two wasted shots. Quick Revive (1,500) -You're able to revive downed team mates a hell of a lot faster with this perk, very useful in a jam especially if you can chuck a Monkey first to make time for your revived teammate to get to safety now he/she will have lost their Juggernog. If you get taken down then regardless of whether a teammate revives you or not you'll have lost all your perks, so it's best to get Juggernog first, but still it's not worth getting unless you have a decent weapon, if you can't defend yourself you'll just lose your perks again when you get taken down so focus on getting a good weapon first, then get Juggernog. The order you get the rest is up to you, personally I always get Juggernog first, then Speed Cola, then Double Tap, then Quick Revive. -------------------------------------------- The Pack-A-Punch Machine & Teleporters [PAP] -------------------------------------------- Linking the teleporters to the Mainframe takes some points and a little time but is easily done providing you can get a crawler or two left at the end of a round, you must turn the power on at the generator (next to the original mystery box position). All you have to do once you've paid your way through the doors to a room with a teleporter is walk into the teleporter and hold use (Square for PS3, X for 360, F for PC) when prompted, a 30 second countdown will begin, get to the starting area or get someone else to go there and hold down use when standing in the center of the platform (where you first spawn), the timer should disappear, now do this for the other two teleporters and you'll see the nearby Pack-A-Punch machine is now open for use at a cost of 5,000 points per use. Teleporters can be used from other parts of the map to get to the Mainframe very quickly at a cost of 1,500 points each time and any enemies too close when the teleporter is charging up for use will get electrocuted. Pack-A-Punching guns has a different effect for each weapon, for the specifics for each weapon refer to the Weapons [WPN] section. The general effect for the best weapons (ie the ones I listed in this guide as God Tier and High Tier) are increased magazine sizes, increased ammo you can carry and increased damage. To use the Pack-A-Punch machine just go right up to it, switch to the weapon you wish to upgrade then hold use (Square for PS3, X for 360, F for PC) when prompted, wait for a couple of seconds and when it comes out of the machine pick it up with the use button again. ------------------ General Tips [TPS] ------------------ Each bullet or blast from a grenade that hits an enemy without killing it gets you 10 points, a kill with a shot to the body is worth 50 points, a headshot kill is worth 100 points and a knife kill is worth 130 points, grenade kills are worth 50 per zombie, Wunderwaffe kills are worth 50 per zombies, kills by electric barriers get you 0 points and kills during Insta-kill get you 50 per zombie. There is only one Wunderwaffe available in each game. If the person that got it from the box dies it will be returned to the box. If you hit zombies (or anything close by) with the Wunderwaffe and you see that you have electrocuted yourself you will now be far more vulnerable than before, in fact you'll go down in one hit. Avoid this by not using your Wunderwaffe on nearby groups of zombies but if it does happen and you're in a multi-player game then I suggest between rounds if you have some crawlers you should grenade yourself and buy all the perks you need again after someone revives you. When you get the teddy bear from the box you can look to the sky and find a big beam of light shooting up from the new location of the box. Monkeys are useful for making some time to revive someone, get the electric barriers up, to get a Max Ammo or get a crawler, everyone should try to get Monkeys and use them sparingly unless there is a Max Ammo nearby. If you can then make sure everybody reloads before you get a Max Ammo. The electrical barriers are very useful later on for thinning out a wave of zombies, it's best to put it on at the beginning of the round and then again as soon as the light on the switch turns green, in the later rounds there's still going to be a huge amount of zombies coming from your side of the barrier so points won't be an issue. Try to keep at least one crawler at the end of a round when you want to spin on the box, get perks or Pack-A-Punch a weapon, in the catwalk strategy this is best done by throwing grenades or a Monkey through the window to near the power switch area as it ensures crawlers take a while to get to you if other zombies are still coming, it also makes it easier totell when the last few zombies are coming. A little after Round 15 expect to see zombie dogs spawn randomly each round. Use the teleporter excessively and it will start spawning dogs near the mainframe. As soon as you have a decent gun it's worth getting Juggernog. When the game starts STICK TO YOUR OWN WINDOW. It's amazing how many morons play this game and immediately in the first few rounds go from window to window to get kills, thieving them from other players covering the point of entry, most of these players are so crap that they thieve these kills with just body shot kills getting them a low amount of kills. There are 4 players and 4 windows, each player should stick to their point of entry until they start opening doors. Later on in the game you'll have many hundreds of kills so what does a few early on matter? If people are thieving your kills early on and you're the host I suggest you quit out so the game ends and direct some abuse at the player that was doing it. Avoid Insta-kill in early rounds and wait as long as you can before getting the Nuke unless there are too many zombies for you to handle or someone has gone down, the Nuke gets everyone 400 points and Insta-kill makes each kill worth only 50 points until it runs out so it's worth it to not bother with them in early rounds, though if you can get the Nuke when there's only a few zombies left you can make some extra points for everyone. Maximize points early on by utilising your weapons and knife as effectively as possible, in round 1 you can put 6 pistol rounds in a zombies leg then knife him, getting you (6x10)+130=190 per kill that way, then in round 2 put several shots in the chest then knife, then in round 3 put 10 shots in the chest and knife, then switch to headshots. It's usually round 12 that zombies start taking two hits from the Bowie Knife, it's still easy to get quick knife kills for the next several rounds if you hip fire a burst into their upper body before knifing. Dogs always go down in two Bowie Knife attacks as their health is always the same, if they get close this can be more useful than firing from the hip, especially if you're using a firearm with splashback damage. Don't spam the Wunderwaffe, even upgraded it doesn't have much ammo and remember other people need to rack up points as well early on in the game, not to mention it only gets you 50 points per kill. Don't use the Wunderwaffe on a group of zombies when you have crawlers you need anywhere near them. To reload some weapons (especially the Browning) slightly quicker when you initiate the reload as soon as you see the ammo is reloaded in the bottom right of the screen press the switch weapon button twice in quick succession, this will cut out the end of the reloading animation. When there are only a couple of zombies left killing one will make the other one go into a rage and he'll run at you a lot more aggressively, remember to try to get crawlers when there are still a few zombies left. If you have trouble hearing a teammate over the headsets try going to the game options and putting the VOIP (Voice Over Internet Protocol) volume up to full and reducing the game music and sound effect volume. Remember to keep your microphone volume and your TV volume at reasonable levels, otherwise players will hear delayed, awful quality sounds from your TV. If other players act like jerks online they aren't worth your time, just leave the game and join another straight away, these idiots will soon get bored, either that or you and a friend can block them in a room or turn on electric barriers as they are about to go through them and keep pressing the revive button on and off if you feel like acting as low as them, lol. -------------- Strategy [SGY] -------------- These are mostly little strategies that I find make the game easier that eventually comes down to the catwalk strategy. Strategies spread online memetically in this game for all the maps very quickly and still even now it seems the old idea of defending from the catwalk is the best way to go, so know that I didn't come up with the idea of defending from there, this is something you'll see online in most games. This guide is intended to help those that are new to Der Riese and looking to effectively stay alive and I've added a lot of tips on how to rack up points early on to make it much easier. Some people say there are better strategies than defending from the catwalk, if you want to look into those then ask at the message board, personally this is how I do the first 11 rounds followed by an in-depth look at the catwalk strategy and some extra tips to make it work as efficiently as possible. Co-operation is the key to this game, even though the game counts kills it is definitely not a competitive game, don't leave the team to go frag hunting and in later rounds don't leave the team at all unless it's between rounds and you have a crawler or two. * Rounds 1-4 Like all other maps you start off with the seemingly useless M1911 and your knife, there are 4 points of entry, assuming you are playing with three other people and they aren't kill thieving idiots then you have one window each. The best strategy for the first round is to put 8 pistol bullets in a zombies leg (specifically the legs) and then knife them, that nets you 80 points for the bullets you landed and a further 130 for the knife kill, totaling 210 points for each zombie. Let the zombies rip the boards down so you can get an extra 60 points too. If you let the last couple of zombies in and then kill them you may be lucky enough to score a Double-Points or the Nuke, which would net the whole team 400 points each. When knifing the knife has an extra little reach from when you push in R3 so push it a little before you get to them and pull back on the left analog stick to back away just as you slash them to avoid getting hit. For round two I would employ the same strategy but instead of shooting them in the leg put several shots in their chest then knife them, or if you prefer you could get the Gewher off the wall and put several shots in their chest with your pistol before getting a headshot with your Gewher, if you're out of pistol ammo then just aim for the head with the Gewher and 2 bullets should kill them, if their head comes off and they're still walking then knife them asap because shooting them again would get you only 50 points for the kill instead of 100. Don't bother scoping in with L1 when you're protecting your window with the Gewher, it's accurate enough to get easy headshots. Keep doing this till round 5, just rack up the headshots at your window. * Rounds 5-11 When round 5 comes have the person with the least amount of money open the first door (doesn't matter which way you wanna go), that should cost them 750, then someone else should open the next door, then someone else should open the stairs, now all of you can go through to the courtyard with the mystery box and power switch. Turn the power on and have the player with the highest amount open the big double doors for 1,250 points, now one or a couple of you can get the Bowie Knife off the wall for 3,000 points - this is an easy one shot kill for 130 points each zombie until round 11. The players without the knife can spin on the mystery box and act as a backup to those that will be utilizing the knife for large amounts of points - these people with the guns should only be going for headshots and not try to take the kills away from the guys with the Bowie Knives. Around round 5, 6 or 7 (maybe even 8) you can expect a dog round, these zombie hounds aren't too difficult, you should be at the power area by round 5 so with Gewhers (or better) and Bowie Knives they should be a piece of cake. As a future reference for later rounds don't be concerned about wasting ammo during dog rounds, there's a Max Ammo from the last dog every time, just make sure everyone reloads before anyone picks it up. Dogs can be expected around every 5 rounds from now until much later. From now on or a little later when anyone needs to spin on the box for a gun it's best to keep a crawler or in earlier rounds even just have one person run around with a slow zombie (ie not one of those zombies with the speed of Linford Christie and the endurance of Chris Ryan) following him while others spin on the box. After the dogs the guys with guns can camp in the Teleport Room C building (the one with the Bowie Knife) on the railing above inside (I'll refer to it as the catwalk), this is probably where you will spend the majority of the game, the guys with Bowie Knives (or one knife guy and a gunner) can stay by the power switch area covering the doors and one window, knifing zombies as they come that way, any zombies coming from inside the Teleporter Room C building or Quick Revive room will head towards the guys on the catwalk so for rounds 5-8 the knife guys shouldn't have a big problem with been overwhelmed (especially if they get themselves a decent machine gun as backup), if that happens though the guys in the building can jump out the side of the building and get to them quick, if necessary turning the electricity barrier on to get more time to revive them. Defending from the catwalk is simple, stay at the box spawn point and the enemies are forced to come in pretty much single file making them impossible to miss, funneling easy kills. Spinning on the box and/or going for perks is up to you from now on, personally I'd recommend getting Juggernog soon as you have a decent gun (Ray Gun, Wunderwaffe or any machine gun except the BAR), just leave it till the end of the round when you have thrown a grenade at some zombies to get a crawler or two to give you plenty of time to safely do what you want. Leave opening the doors to Teleporter Rooms A & B to the guys with the most points when you want to open up the Pack-A-Punch machine. * Rounds 12-? Round 11 is the last round where you can get one hit knife kills (though it's easy to spray a few machine gun rounds from the hip and slash for a quick and easy knife kill round 12-15ish, especially with a gun like the PPSh), the best thing to do from now on is go to the catwalk with all four players together, all at the back by the box spawn point, two players at the back standing side by side and two at the front kneeling down - it's annoying when people at the front don't kneel down because everyone behind can't shoot because there's an idiot in the way, a lot of people do this online and it's very frustrating. By now or as soon as possible you all want to get Monkeys, a Ray Gun and for one guy a Wunderwaffe, the rest an MG42 or Browning with all the perks, then Pack-A-Punch your weapons when you get chance to. The catwalk strategy is simple now, at the beginning of the round someone goes to turn the electric barrier on then runs back to the catwalk, everybody stays up there killing zombies, two standing at the back, two kneeling in front. Or, you can have one or two people shooting through the windows when the electric barrier goes off, then when the power light for the barrier goes back to green one player can run for the electric barrier while another covers him, if it has to be done to stop them going down someone could throw a Monkey, if they aren't going to get back in time this gives your Wunderwaffe guy (someone should've spun the Wunderwaffe by the time this strategy is necessary) a good excuse to get a lot of kills. Now when necessary it's time to get crawlers when it's getting to the last load of zombies, this is best done with a Monkey or grenades out through the window where the majority of zombies come from, this way if more zombies are coming at least the slower crawlers will take longer to get to you so you won't need to kill them if they get too close. Just make sure people stop shooting the zombies you want to take the legs off of and the Wunderwaffe guy doesn't electrocute them all when you need a crawler. * The Last Rounds When you're starting to get overwhelmed on the catwalk or if you manage to run out of ammo (which is hard to do if you don't follow the ammo tips, like keeping crawlers while spamming teleporters for Max Ammo drops and everyone co-ordinating their fire on the catwalk) it's time to spend all of those points you've racked up, which by now between all of you should be a hell of a lot. All of you should run into Teleporter and take out any few zombags making their way toward you, when a sizable crowd is coming for you one of you should time the activation of the teleporter to send you all to the Mainframe as they get close, this will teleport you to relative safety and some of them out. If you have chance you could wait and see what spawns, if it's a Bomb, an Insta-Kill or a Max Ammo you're in luck, Carpenter isn't really useful at this stage, if you get Carpenter or a dog you want to run straight to the Trench Gun room by Teleporter A, wait around the door and take out any small group of zombies, when a big group comes one of you should turn on the electric barrier by the door then run over to Teleporter A and wait in the Teleporter, like before take out any small group and time your teleport to take out a big group as they get close. Now you're at the Mainframe again and you should do the same as before, only this time head over to the Thompson room, so use the electric barrier when necessary and head upstairs to Teleporter B, from here it's rinse and repeat, keep spamming the electric barriers and teleporters, you could even ignore using Teleporter B and once the electric barrier by the Thompson room is close to going down you can go upstairs and take a left then jump off by the bridge to the generator area and get that electric barrier on, then run up to Teleporter C and use it when necessary. This strategy of spamming electric barriers and teleporters could potentially last you a long time, the points you racked up on the catwalk should last you a long time and zombies don't get any faster, just try not to get caught up getting close to a crowd for any reason, if you see a Max Ammo then go for it if one of you has a Monkey but otherwise it may be best to forget it, if one of you goes down it probably isn't a good idea to try and be a hero, even if it's your Wunderwaffe user who could be taking out 10 zombies per shot, if someone goes down though then when they come back next round with only a pistol they'll still have their points meaning they can still contribute to the strategy, don't let them go for Juggernog though, though it's useful it's suicide to go for it. Well, I guess playing Zombies is suicide anyway, seeing as there's no way you'll make it out alive. Have fun trying to beat your personal best, to most it's all Nazi Zombies is about really, play around with your own strategies and see what works for you. ------------------- Solo Strategy [SOS] ------------------- Strategy is going to be subjective based on every players skills, preferences and to an extent luck (spinning nothing but Panzerschreks and M2 Flamethrowers, we've all been there!), but here are some ideas to help you get started, there are a few strategies you could use but this is one I like to use, come up with your own strategies that work for you and work hard to beat your personal best. Good luck Dempsey! * Rounds 1-4 I open the first door (on the right facing away from the PAP machine) as soon as possible in the first round, more zombies = more points right? Maximize the amount of points you get from each zombie (in the first round put 6 rounds from your sidearm into their legs then knife, second round it's 8 to the body then knife, from then either go for headshots or put a few rounds in the leg or body with whatever weapon you're using and then knife). Letting the zombies in is great for getting pickups like Max Ammo and Double-Points but ignore the Insta-Kills as it'll only lose you points per kill as each kill will be worth only 50 points, also don't get the Bomb pickup unless there's only one or two zombies left as you don't get points for the zombies killed by it but you do get 400 points for just picking it up. Repair windows each round to further maximize points. If you aren't lucky enough to get a Max Ammo and you're all out of 'gun-juice' then it's probably worth getting the Gewher over the Thompson or Kar98k at this point and going for headhots or body shots and finishing them off with the knife, then you just have to hope you spin something decent from the box. As soon as you can get to the box you can defend from the door to the Teleporter C area right at the back which will give you a good view of all zombies coming from the left or right. Don't turn the power on straight away, it'll open up an area nex to the Trench Gun room and more zombies will come from the right, if you keep the power off more will come from the left top side, this makes funneling headshots from lined up zombies easy, so don't bother turning the power on till you need iton to get Juggernog which I reccomend you do at the fourth or fifth round but it's important you've got a decent gun first (any SMG will do). If you've been getting points effectively and you've got a decent gun from the box then you should be able to get Juggernog and Betties - make sure you do this when you've got crawlers though and set your first two before you take care of them, then after you'll get another 2 as the next round starts. The best place to set them at this point is in both corners near the Teleporter C door you haven't opened yet but not directly in the corner, crouch in the corner, move forwards a little away from the corner and then place one, this way when dogs come or even if you get overwhelmed by zombies you can sit in that corner and they'll get taken out by the Bettie as they get to you, then you run to the other corner and do the same. Place the rest of your betties along that backline of defense but make sure they aren't so close that if one goes off the rest will, you may not get Betties and Juggernog till as far away as round 7 or 8 though so don't worry if the box is giving you nothing but crap this early in the game. * Rounds 5-8 DOGS! When the dogs come as the new round starts place your 2 new Betties in the direction they'll come from so that those betties will take care of a dog each. Sit behind your Bettie in the corner and try and take them out before they get to you (Trech Gun is particularly good against dogs), if they get blown up in your face by the Bettie then move behind the next one you have set up, never worry about ammo when it comes to dog rounds as the last dog always leaves a Max Ammo. Don't worry if you don't have Betties the first time the dogs come, I never do, but if you stay far back by the unopened Teleporter C door then you should have plenty of space to take them out before they get to you. Keep spinning for guns when you have crawlers at the end of the round and hope for something good like a PPSh, this is great for early and middle rounds because it reloads quite quick has a large magazine, plenty of ammo, a quick fire rate and you can move fast with it, it's worth PAPing when you get chance. Other guns like the MG42 or Browning are great as well and are worth PAPing, Ray Gun is great but you have to be really careful of splash damage (don't use it on dog rounds) and the Wunderwaffe is awesome but it's worth PAPing a PPSh, MG or Browning before PAPing that. Also Monkeys are a must but you won't really need them till the later teen rounds, they're an incentive to keep using the box though. If you've got at least one good weapon then it's worth getting the teleporters on, do this when you've got crawlers and do all three teleporters in the same round. Save on points when doing Teleporter A, go the long way from the Mainframe instead of opening the door that's on the left of the PAP machine if you're facing away from it, so open the door to the Trench Gun room and not the stairs by the Juggernog, you'll have plenty of time to turn it on and get back to the Mainframe to link it. Now Teleporter C room is open you can defend from the catwalk, make sure you place Betties in the corner at the end you can fall back into if you get caught reloading or anything. PAP your good gun as soon as you can now and it'll make tearing through zombies easy business, as they all come in one direction you can burst fire directly at the heads and they'll all just run into it, remember to make use of your grenades by chucking them to the bottom of the stairs to get some crawlers and slow them down, remember to pick your time to use monkeys (which are best thrown out the window to your left than downstairs) and reloading carefully due to how much time it can take, remember you can stop reloading and either switch to your secondary or you can press weapon switch twice to go back to your weapon if it wasn't completely out of ammo. Another good tip is that when you're reloading you can press weapon switch twice as soon as the bullets in the bottom right hand corner that represent either your clip or magazine appear reloaded and you can skip the rest of the reloading animation, very useful for the Browning which has a slow reload time. If dogs come from now when you're at the catwalk make sure to place the Betties you get at the beginning of a dog round on the stairs and on the catwalk and try and take them out before they get close, if you go for the Bowie Knife that will always take them out in two hits, though it's not really necessary and the Bowie Knife is at its most effective earlier on before the teen rounds, you can rack up huge points with it if you feel confident taking out many zombies with it without getting overwhelmed, otherwise it's best to stick to headshots. * Rounds 9-14 So you're defending from the catwalk and you should have a good PAP'd weapon now or very soon (unless you're really unlucky with the box), your next priority should be Speed Cola and having a PAP'd secondary, weapon preference is entirely up to you, personally I love the combo of the PAP'd MG42 and PAP'd Wunderwaffe, though usually I don't bother with the Ray Gun, mostly because of the splashback damage but really it's very useful for when you go down in co-op but playing solo it's not as effective, PAPing it and using it at range is awesome though just be sure to switch when they get close. I usually go to about round 20 without ever turning on the electric barriers but after then the electric barriers are awesome, you don't get points for the kills it gets and in fact overall it costs you 1000 points per use but it takes out a hell of a lot of zombies, make sure you turn it on as the round starts leaving yourself a little time to get back to the catwalk and if you have to turn it on again chuck a Monkey out the window or jump out and throw the monkey as far as you can, even chucking it to the second floor near the Double Tap is good if you have time to throw it there without getting molested by Nazi Zombies. * Rounds 15-? Now is time you should get your second gun PAP'd and it's worth getting Double Tap Root Beer, it spits out ammo fast but you can manage that by burst firing high up into a zombie, especially from the catwalk where they'll all walk their faces into a volley of machine gun fire, Double Tap will tear through them easy. Remember to place your grenades at the stairs for crawlers and if you're going to use the Wunderwaffe shooting the floor at the bottom of the stairs when a crowd are together is a good way to take out a load, make sure you use your Monkeys effectively and you ration them and your Wunderwaffe if you have it effectively, dog rounds always yield a Max Ammo but they're usually around 5 rounds apart. If you run out though you could try using the teleporters and hoping they'll spawn a Max Ammo by the Mainframe when your crawlers are busy chasing you round the map. Utilize the electric barriers if you have to, they can be really useful for thinning out a wave of zombies. Being honest I always have at least three guns one being the PAP'd Wunderwaffe, the others being usually something like a PAP'd Ray Gun (useful for running fast and killing at range) and a PAP'd MG42 (huge amount of ammo, decent power, great with Double Tap, reloads quick etc) or something similar like a PAP'd PPSh. Remember to get the electric barriers up in later rounds as the round starts and utilize your Monkey bombs and if you use the Wunderwaffe then make good use of it when you have enough time and space to shoot and be able to change weapons without getting crowded, playing alone makes the Wunderwaffe significantly less useful in my opinion but for racking up kills and creating space to get to the electric barrier it can be very useful. You can also put Betties down near the switch to the electric barrier, zombies won't run in that bit where the box is by default so if you get caught there trying to get the power on at least you'll have a line of defense to help you get out of there. * Rounds ?-? The 'Last Round' strategy works pretty well from here either when you feel you can't handle the zombies on the catwalk or if you get overwhelmed and have to escape, especially as points shouldn't be a problem, switch to whichever weapon you have that allows you to run fastest and head to the nearest teleporter, take out as many zombies as you can and as soon as they get near teleport, this will send you to the Mainframe and electrify any zombies near enough to death, then run to either teleporter A or B (do one first, then the other), both the Trench Gun room by A and the Thompson room by B have electric barriers, so take out as many zombies as you can at range then when they get close turn the barrier on and continue towards the teleporter, take out as many as you can and when they get too close teleport to the Mainframe, thus taking out a load there too. Try and get any drops that using the teleporters have appear in the Mainframe, Max Ammo is great for Wunderwaffe and Monkies, the Bomb is great for taking out all the zombies after you and Insta-Kill is awesome for racking up kills and getting points in the process. Mix and match your own strategies and try out some of the different PAP'd weapons, the above is pretty much how I like to play it but others may prefer to use other weapons and defend from other areas, go with whatever works for you. ----------------------------------- Keeping Your Ammo Levels High [AMO] ----------------------------------- The only problem from round 25+ when you have all your upgraded weapons and perks should be ammo, even with Pack-A-Punch'd weapons it's very easy to run out of ammo. Early on the using the teleporters will spawn a random pick up (the Nuke, Insta-kill, Carpenter, Double-Points or Max Ammo) near the Mainframe but soon it starts spawning nothing, then it starts spawning dogs. A way to get a pick-up every time (giving you a 1 in 5 chance of Max Ammo) is to have two people minimum in a teleporter, get one to down themselves with a grenade and have the other activate the teleporter for 1,500 points, when you both appear at the Mainframe make sure to revive the dude that is down and check what pick-up spawns in the Mainframe courtyard opposite the Pack-A-Punch, repeat as many times as necessary as this way a pick-up will spawn every time - remember that the person that went down now needs to buy all the perks they'll need again. Here's an expensive way to get your ammo back when you are really low, first go to the box and trade your empty upgraded gun in for whatever comes up, make sure you are the only person spinning and the majority of the time (90% in my experience) you'll get the gun back in the next 5 or 6 spins, then upgrade again and although you'll have spent 10,000 odd points you will have refilled your ammo for that weapon. Another strategy I'm not so keen on because of the performance of the gun is to use an STG-44 and buy upgraded ammo for it off the wall every round - this is actually a great strategy if you're playing with three others and you all have the multiple guns glitch going, that way if you have three or four guns and each of you has a PAP'd STG-44 you can each very quickly jump off the catwalk, buy ammo for it and run back up the stairs, if a couple of you are using it thoughout a round and alternating who's using their better weapons you should keep your good weapons ammo levels high for everyone and your STG -44 ammo full at the beginning of every round. It's a weak firearm even when PAP'd after round 30 but with four people shooting and the barriers up it'll help you survive until the next Max Ammo, especially as it's an easy gun to scope headshots with looong bursts with Double Tap - definitely recommended if you glitch for three+ guns. On the same merit if you're all glitching for three+ guns each having PAP'd Flamethrowers is useful even throughout round 30+, if you are defending from the catwalk I recommend you shoot down from the catwalk at zombies coming through the door, this way you aren't making it impossible for your teammates to see zombies coming their way, personally I dislike the Flamethrower even when PAP'd, but there are people who swear by it, depends on the strategy you use really. Remember if you see a Max Ammo to throw a Monkey (or even have everyone throw Monkeys) before running for it and just before you pick it up, this will keep the zombies away from you giving you plenty of time to get it and get back to your post and the Monkeys will be replaced. If you are funneling kills on the catwalk then you don't need all four people firing at the same time unless a lot of zombies are headed your way, there's no point in each of you hitting the same zombie a few times with a Ray Gun. If anyone has any idea of the mechanics on how Max Ammo's are dropped (ie based on kill streaks or the calculations for how often they are dropped) please let me know and I'll credit you for your contribution or link to any post you have made on it. ----------- Story [STR] ----------- This is going to be a basic look at the story that is presented in the hidden radio messages, messages written throughout the map and some of the dialog from the playable characters, if you want to see and hear this all for yourself then there are a few things for you to search for in the Easter Eggs [ERE] section. The story of Der Riese starts in Shi No Numa, where our cast of playable characters are fighting Japanese imperial zombies in a Japanese swamp-like area, activate all three radio messages in the starting room of Shi No Numa and you will hear a message for a man called Peter (nothing much is known of Peter, based on the radio message one could speculate he is either an American considering the voice in the message talking to him was that of an American, or he could be a Nazi that was in some way a part of the experiments that lead to creating the zombies), the message starts and ends with some co-ordinates (I will explain these towards the end of this Story section)goes on to say that the DG-2 experiments are continuing but use of 'Element 115' is dangerous and that Peter needs to find Dr. Richtofen and Dr. Maxis. What happened to Peter? We know nothing about that, but there is a body hanging in the starting room of Shi No Numa, hanging from quite high up and with only one arm... It wouldn't be difficult to climb so high, tie a slipknot, secure the rope on the beam and drop if you had both hands, but |
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Another Call of Duty: World at War Walkthrough :
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