*****Start of Guide***** ..:::::::::.. ..:::aad8888888baa:::.. .::::d:?88888888888?::8b::::. .:::d8888:?88888888??a888888b:::. .:::d8888888a8888888aa8888888888b:::. ::::dP ::88888888888:: Yb:::: ::::dP ::Y888888888P:: Yb:::: ::::d8 ::Y8888888P:: 8b:::: .::::88 ::Y88888P:: 88::::. :::::Y8baaaaaaaaaa88P:T:Y88aaaaaaaaaad8P::::: :::::::Y88888888888P::|::Y88888888888P::::::: ::::::::::::::::888:::|:::888:::::::::::::::: `:::::::::::::::8888888888888b::::::::::::::' :::::::::::::::88888888888888:::::::::::::: :::::::::::::d88888888888888::::::::::::: ::::::::::::88::88::88:::88:::::::::::: `::::::::::88::88::88:::88::::::::::' `::::::::88::88::88:::88::::::::' `::::::88::88::88:::88::::::' ``:::::::::::::::::::'' ``:::::::::'' _______________________________________ ======================================= // \\ | Call of Duty: Black Ops | | Zombie Guide | | Ascension | | Written By wilmer007 | \\_____________________________________// ======================================= Notes: - You may press CTRL+F and enter the code in brackets to find you’re desired Section - Please e-mail any suggestions, corrections, or additions. I'll appreciate it. Look in the appropriate section [EMAIL007] for contact information. _________________________________________________ /-------------------------------------------------\ | 1. Introduction [INTRO1] | | | |===================================================| | 2. Copyright & Use [COPY2] | | | |===================================================| | 3. Version History [VH3] | | | |===================================================| | 4. Tips [TIPS4] | | | |===================================================| | 5. Team Tips and Rules [TEAM5] | | | |===================================================| | 6. Strategy [STRAT6] | | | |===================================================| | 7. Classes [CLASS7) | | | | - Assassin Class [ASSIN7.1] | | - Support Classes [SUPRT7.2] | | - Tank Class [TANK7.3] | | - Medic Class [MEDIC7.4] | | - Cleaner Class [CLNR7.5] | | - Trapper Class [TRAP7.6] | | | |===================================================| | 8. Round 30 and Beyond [RND30] | | | |===================================================| | 9. Frequently Asked Questions [FAQ9] | | | |===================================================| | 10. Credit [THANKS] | | | |===================================================| | 10. Contact And Suggestions [EMAIL007] | | | \*************************************************/ ______________________________________________ /**********************************************\ | 1: Introduction [INTRO1] | | | \**********************************************/ Hello and welcome to my guide on Ascension Map for Zombie Mode. In this guide i will not be providing general tips on how to play any map in zombie mode or a map layout. Perhaps in future version i will add map layouts and basic zombie mode tips for any zombie map for zombie mode beginners. This guide is simply a guide dedicated to getting into the late Rounds in Ascension without having to do much work. The guide will assume you are at least familiar with how to play zombie mode and the player has at least a general understanding on how zombie mode works and is an average player in zombie mode. It is also for new or weak players who may or may not know much about playing zombies with other players. As well as some of the more experienced players who may be looking for new tips to get to a higher Round on for the leaderboards. The guide will assume you are playing with 4 Players and sometimes even 3 players. I may add a Solo Section in future versions of this guide, so keep checking for any updated versions. Keep in mind that some if not most of the tips may also work on Solo but i can't make any guarantees that it will work for you in Solo. If you need a guide on how to play zombie mode i kindly ask you to look at some of the other zombie guides on gamefaqs or Call of Duty Wikia for further help. Now that we have that out of the way let's continue. ______________________________________________ /**********************************************\ | 2: Copyright & Use [COPY2] | | | \**********************************************/ You may only use this guide for personal use. You may not put it anywhere up in public without my permission. The only sites that may display this guide are: www.cheatcc.com www.neoseeker.com www.gamershell.com www.gamefaqs.com www.gamespot.com www.supercheats.com Nowhere else. If it is somewhere else, than please notify me so i can have it taken down. ______________________________________________ /**********************************************\ | 3. Version History [VH3] | | | \**********************************************/ A complete version history that lists all revisions of this guide from newest too old. Version 2.0 (2-12-2011) *********** - Fixed some minor errors in the guide - Revised Multiplayer Tips - Added and revised tips for the Team Tips and Rules Section - Revised Classes in the Class Section - Added a Trapper Class to the Class Section - Added the entire section of Round 30 and Beyond - Added more questions and answers to the FAQ Section Version 1.0 *********** - First Try. Pretty simple. ______________________________________________ /**********************************************\ | 4. Multiplayer Tips [TIPS4] | | | \**********************************************/ 1) Stay in starting Room until Round 4-5 with nothing but your starting pistol Everyone picks a barrier and stays at it until Round 4 or 5. DO NOT STEAL KILLS FROM SOME ONES BARRIER!!!!!!!!!! If you think they need help when they get inside the main Room then yes give them a hand. But don't be tossing a grenade from the other side of the room into his barrier unless he asks for help. Save your pistol ammo for Rounds 2-4 and knife only in Round 1. Let them come in so you all have a better chance of getting bonuses. 2) When they overrun you in Round 4-5 open the top door Now everyone heads straight to the Power Switch. The two players with the most money buy the two doors. The one with the lowest points buys the most expensive and the one with the highest points buys the least expensive. You're going to open the fence next to the MP5k and the door at the top next to the switch that leads from the previous door you just opened. 3) Hit the mystery box until you get at least one decent weapon Do not overuse the box so that the teddy bear doesn't move it and it makes it easily accessible to everyone. So if you got a decent weapon for the starting Rounds (a SMG, Shotgun, AR, LMG or anything better) hold on to it and don't use the box until it's out of ammo so the box doesn't get moved. Everyone makes a line and you hit the box. One try and then go to the back of the line. Simple as that. 4) You're going to camp up in the Power Switch Room up until Round 8-9, then move to the PhD Landing Pad or MPL Room for Rounds 10-29 Do not buy any perks or doors (unless the box moves). At the end of Round 8- 9 you will all move to the PhD Landing Pad or MPL Room. It's the Room that you Go to if you open the bottom door from the starting Room). At this point you cannot hold up in the Power Switch Room very well. For the Power Switch Room 2 Players will camp at the top of the stairs (whoever has an AR and/or a LMG) And defend it. One player defends the window (someone with crappy weapons Like a shotgun, FAL, or pistol) and the final player defends the ceiling (this player has any combination of weapons mentioned). For the PhD Landing Pad two guys watch the stair at the top while the other Two guys watch the two windows. If the power is on call the lander in so you have An emergency exit ready to go. For the MPL Room the player with the worse weapon(s) (or is the weakest player) Will defend the only entrance into the MPL Room. The other 3 will defend the Only stair that leads to the MPL Room. One person (Preferably someone with at worst an AR) will be on standby to help the guy Watching the barrier when he calls for help). Do the best you can to let the Zombies come in so that you have a chance for drops but don't let too many in if you can't handle them, and if you do have someone ready to give you some Help while the other two stay at the stair. 5) DO NOT!!!! I REPEAT DO NOT BUY ANY PERKS UNTIL ROUND 12-13. AND ONLY BUY JUGGERNOG AND/OR SPEED COLA!!!!!!!!!!!!!!!!!!! This way you do not trigger monkeys until ammo and perks become a problem. You can hold off on perks until those Rounds when ammo and Juggernog is Needed. The reason is so that you can acquire whatever weapons you want for the Rest of the game early on. Not to mention you can unlock doors and unlock the PaP Machine as well. Don't be a jerk and go off buying a different perk or Juggernog and/or Speed Cola and not letting anyone know. Because we're all Here thinking we only have to worry about defending one or maybe two perks for The monkey Round. Now after everyone gets a free perk for defending Juggernog and/or Speed Cola, everyone saves some much needed points. After Round 20 you Can go buy the other perk(s) that you want (Because you will need them), with PhD being the next recommended perk. You Don’t really Quick Revive or Stamin Up in the game unless your class needs it. 6) Do not blow ammo away if someone has the death machine It makes no sense. It's like mini max ammo. Use the ammo after the death Machine ends. Let the person with the lowest points in the early Round get The death machine. In the latter Rounds you should only let the medic Or the cleaner classes (detail on these classes later below) pick up the Death machine. Or the person who really needs to catch up on points. The Person who has the most ammo and/or Ray Gun/Thunder Gun should not be getting the Death machine unless he is really behind everyone else in points or has no ammo. 7) Do not worry about fire sale and/or mystery box too much In the early Rounds, middle Rounds and especially during a Round don't bother With this. Just keep doing whatever it is that you were doing. If you ran out Of ammo then yes go for it as long as it's safe (you also don't want to lose Your perks and maybe weapons too if you can't be revived). But don't leave Your post just to hit the box because you want a better weapon and you still Have ammo on your weapons to hold them off. The guy watching the window will Not be very happy to know that he died because you left your post just to hit The box when you really didn't need to. I'm sure you wouldn't like it if he Did the same to you. If you do hit the box then open it and go back to your Post while the box is spinning for your weapon. Then go back to it if you Prefer that weapon. In the really late Rounds (past Round 30) the mystery box Is almost essential as you will quickly burn through all your LMG ammo really Fast. Ray Gun will get a decrease in damage and so it will waste ammo faster Than before. Thunder Gun will have to be conserved even more because more Than likely you may use up anywhere from 25%-100% of your ammo in just one Round, so it should be conserved as much as possible. And also make it count Try to use it when there's a bunch together (like more than 7 or so zombies Together in one area). Also camp in a corner will help ensure you get as many Zombies together as possible for one use of the Thunder Gun. Traps passed Round 29 will also be use very frequently. 8) You do not need Speed Cola until Round 18. That is when my slow reload really became a problem for me and it started Hurting the team. Luckily we made it to Round 19 in that game before we lost. So Speed Cola is very important at Round 18. Just hold off on buying it (Unless it was a free perk from the monkeys) until Round 18. 9) Everyone buys claymores as early as possible if the door to it is open. Don't open the door just to get claymores. Rounds 6-8 are the ideal time to Buy claymores. If everyone cannot buy Claymores then at least one person Should just to be safe. The earlier Round you buy them the more claymores you Will all have for use after Round 25 when they really come in handy. Plant them in a corner facing the wall where it won't be triggered by the zombies. Everyone picks a corner (preferably right next to where you will be camping). If u need to plant them to make way for max ammo, monkey Round, or next Round Then plant them somewhere in the map in a corner facing the wall as well and Remember where you place them so you can come and get them back later. Extra Claymores start piling up and soon you will have lots of them. When Round 25 Comes around and you have 20-30 or more Claymores stockpiled you'll be glad You have them saved up as lack of ammo will really save you and your team with Claymores. Don't plant Claymores before Round 25 as it's unnecessary and a Crawler can activate it thereby killing it and starting the next Round and Wasting some much needed Claymores. Not to mention if everyone isn't ready For the next Round then it could spell trouble for the Team. 10) If you get overrun in the MPL Room (you shouldn't until Round 29/30) then Everyone goes to the PhD Landing Pad unless the mystery box is at one of the Other two landing pads. Simple enough. You got a huge area to work with. An infinite supply of Grenades. A couple of traps nearby. A few more traps not too far away and Easy access to a circuit around the middle of the map. Not to mention the Best of all, an escape lander if things get really hairy. If the box is somewhere else you may want to try to get it to spawn at the PhD Landing Pad. The Claymore Landing Pad is not bad if you have all some kind of Ammo. The Sickle Landing Pad is only good if all of you have Full or Max Ammo In all your weapons. There are no traps and there is only 1 way in and one Way out (plus the Lander) in the Sickle Landing Pad so you should only go There when you have all the full firepower of your team. 11) Get to know the map layout really well (especially if it's your first Time playing on the map). In between Rounds when there's a crawler, take advantage and go to all the Areas of the map. Don't open doors that are still closed. Study the traps, Weapons on the wall, mystery box spawn locations, etc.. The last thing You want is to need a trap to bail you out and you go to the sickle landing Pad thinking a trap is there and there isn't one. That is what happen to the Last survivor on our team and that is why we lost at Round 29. He was Surrounded by at least a dozen or so zombies and the landing pad was not there (Nor could make it in time) to bail him out. 12) Communicate with your teammates I swear if everyone communicates the game will run more smoothly. Obviously Everyone will need a mic. If you don't have a mic you will have to follow Orders during the Round. In between Rounds you can send one person who has a Mic your message so he can relay it back to the other 2 players. If you have To use the bathroom, get a snack/drink, repair barriers for points, hit the Box, call in the lander, PaP your weapon, buy perk(s), need help, need to Coordinate, or anything else please speaks up. Staying quiet is the worst Thing you can do to your teammates. So don't be afraid to speak up. 13) Use the Black Hole and Use It Wisely First off everyone must have the black hole device (a.k.a the gersh device). This is a must after Round 25 and beyond. If you have the doll bombs trade it For the black hole if you have the chance. Have one guy be the designated Black hole operator. That way you don't have two guys throwing it at the same Time and wasting them. Ideally you want to throw the Black Hole when someone Needs to be revived. When he uses all of them up let the team know so that Someone else calls shotgun and uses them next and so on. This tactic and the Communication on using black hole is vital after Round 25 when ammo and Revives become a problem. Toss the black hole on the stair or at the top or Bottom of it would be better, depending on which Room (Power Switch/PhD or MPL Room) you are camping at the time. Use black hole to buy time to be able to Revive player. At Round 29 wait as long as you can before you open the door And switch to using traps instead. You also want to be careful as to not use The black hole very late in the Round and not get a crawler to stock up on Ammo. It would suck to get to Round 29-30 with not enough ammo because the Black hole took the last guy and the next Round automatically starts. 14) Toss all your Black Holes or Doll Bombs when you see a Max Ammo This is very important after Round 25 and especially in the 30s. You can have up to 12 Tactical Grenades (3 for each player) active in the map at the same time and get them all right back when you pick up Max Ammo. So why wouldn't you do it. It makes your jobs easier, not to mention a bunch of free kills and points to go along with it. So when you see Max Ammo Toss all 3 of your Tactical Grenades and then pick it up when everyone tossed theirs. 15) Do not open the door in between the MPL Room and Centrifuge for as long as Possible Do not open this door. It is one of the best doors to use for camping. If you Do it right this door should not be opened until at minimum Round 25 or above. If you can keep this door closed until the 30s then that's even better. ______________________________________________ /**********************************************\ | 5. Team Tips and Rules [TEAM5] | | | \**********************************************/ Want to get passed Round 20 and possibly into 30s and beyond, then follow These tips and rules and the team will go a long way. If you break any rules Or a plan, be certain the team may likely lose the game and the team is Headed for disaster. 1) Communication is important I cannot stress this enough. Guys if a plan is set, stick to the plan. If you break the plan the team is not going to work as well as a team that is working properly. If you need help or see someone is about to get hit from Behind kindly let them know so he gets prepared. Once you break a plan you Better believe the players sticking to the plan will not be happy and may not Want to play with you again unless he has no other choice. 2) Weaker players get the easier job(s) Assign him the role of babysitting a window or crawler so he gets the hang of The game. Make sure you inform him to call for help if he needs it. Assign one Guy to be the one to support him. The other 2 will work together so don't Worry about them. 3) Split the players into 2 teams One team of 2-3 work together and the other team with 1-2 players work Together. Form a plan so that if both teams come together to help each other A backup plan is ready. Stick to the backup plan. 4) The player with the lowest points kills the last remaining crawlers If you have 6k points and one player has 1k points why on earth would you not Help the team as a whole. Perhaps at one point in the game you and him trade Points and then he does the same thing to you when you need the points. 5) The player(s) with the most points open doors and use the lander Simple enough it's a balanced rule and it's also a plan. If no one wants to Lose their points then who is going to use the lander. If you dont do this, Now you give the zombies a chance to take down all 4 of you on the actual Lander while no one activated the lander. 6) If a player has both LMGs he does not get death machine If you have both LMGs and have the top 2 highest points, why in the world Would you take the death machine. you forget it has unlimited ammo. If you have both LMGs you are not only going to always have unlimited ammo Anyway (thereby always having a mini death machine), but you will have over 1500 bullets and can generate over 15k points with both LMG. You have no Business using the death machine unless the player runs out of ammo or until The team is at Round 30 when LMGs won't work very well. 7) The player(s) with the lowest points, or no ammo get to use the death machine If everyone has a LMG and someone is holding Thunder Gun and Ray Gun Together, he will always have the lowest points. Let him take the death Machine. It is not only going to save his almost always low ammo count but He gets to have some fun and rack up a ton of points to catch up to everyone Else. Since he doesn't see very much action as he ensures the team stays alive By clearing areas when needed, this player is the perfect candidate for the Death machine. Now if the team is in an area where the zombies can sneak up From the side or behind then the person holding the Thunder Gun should not Get the death machine. That way he provides cover to the person who is Using the death machine. 8) When someone has the death machine hold your fire and save your ammo Death machine has unlimited ammo so there's no use in trying to outwit a death Machine. He’s not only shooting faster than everyone else combined but he Never has to reload. that ammo is going to come in handy in the later Rounds. Now if you see someone coming for you and the death machine is not going to Cover you then you go ahead and fire your weapon. Take the time to Reload all your weapons and get ready for when the death machine ends. 9) Don't buy any perks until Round 12-13 and only buy Juggernog You only buy Juggernog for the first monkey Round. I cannot stress this Enough. There is no point in trying to brag about having 2-3 perks when Another player only has one perk for the first 13-15 Rounds and hasn't been Downed yet. Now he has to listen to the player cry about losing his perks. If You would have listened and stick to the plan everyone would have gotten a Free perk and everyone will have saved points. So after the first monkey Round Everyone can go buy all the perks they need. 10) Try to balance out everyone's points If someone has 15k points and the rest of the team only has 6k points. Hold Off on racking up so many points and help them. Keep them alive so that they Can catch up in points. You have no idea how valuable everyone having an equal Share of points after Round 30 is. If there's a player taking up all the Points the team expects that player to be the one doing the revives or Providing Room sweeps because we can't afford to buy anything because of lack Of points. So give your teammates a chance to catch up on points. Don't be a Jerk to the team or don't expect to play with those players again, 11) Assign classes to everyone on the team A Medic, a Tank, a Cleaner, and an Assassin are all you need. Medic does the Revives while The Cleaner cleans the Room so Medic can do revives. Tank and Assassin does most of the shooting or knifing/headshots while the other 2 do Their roles. This ensures the team will get to Round 30. After Round 30 Assigning classes may lose their purpose (i have yet to get to Round 30 so I'm not sure about that). 12) Don't overuse the box unless it needs to move closer to the camping spot If you got decent weapons for the Round that the team is on, save the points. If you get downed later and lose all your perks and weapons you will need all Those points to get back on your feet. There's no point in hitting the box to Trade in an AUG/Commando with full ammo for a LMG or Thunder Gun. You got what You got learn to use it until its low or out of ammo. Then you trade it in. Too many uses of the box will cause the teddy bear to spawn and move the box. Not to mention if someone remembers the box being in the starting Room, if he Isn’t aware that the box moved he will assume it's still there. That could Spell trouble for him and the team as a whole (especially after Round 30). 13) Don't worry about the fire sale unless you need ammo This is how teams start going downhill. If you still have lots of ammo then Don’t worry about the Fire Sale. If you’re already standing next to the box Spawn then open it but watch the area. Don’t overlook the main objective Because you may not live long enough to take advantage of you’re newly acquired Weapon from the fire sale. Also remember if you go down you lose your perks. So do you really want to go down and risk losing everything when you still have Good weapons and ammo? I hope not. 14) Use 4 main camping spots to your advantage Power Switch Room --> PhD Landing Pad --> MPL Room --> Sickle Landing Pad Best 4 camping spots in the game and in that order. When it's time to go open The door or use the lander and get out. Rounds 5-9 camp in Power Switch Room. Rounds 10-30 camp in PhD and/or MPL Room. After Round 30 camp in Sickle Pad Until it’s time to use the lander. Do not go back to the Sickle Pad until the Start of the next Round to camp there again. Go to any of the other three Landing pads. You'll be better off at either of the other three then the Sickle Pad. 15) Use the 4 Landing Pads to your advantage when things get really bad Sickle Pad (first priority) --> PhD Pad <=> Centrifuge Pad <=> Claymore Pad Use lander and get out. then go to one of the other 3 pads and repeat. Whatever you do, do not go to Sickle Pad. You only camp there at the start of A Round. You will die if you go to the Sickle Pad. There are no traps or ways To get out. There's only one way in and one way out (except with the lander). And the only entrance will get very packed with zombies so you can't get out. You've been warned. 16) Don't open any doors that you don't need to open The more doors you open the more chances you have of getting hit from behind Or flanked. Having a closed door behind you is a great camping method and the Door should only be opened when they are boxing you in between them and the Closed door behind you at the very last second. Also by having closed doors You restrict the monkeys during the Monkey Rounds so it makes it easier to Control what perks they can try to take. So try to hold off on opening that Door for as long as possible. 17) When you are ready for next Round just wait at camping spot for everyone This is an excellent way of knowing who is ready and who isn't. If you are Camping in the MPL Room just ask anyone who is ready for the next Round to Just wait at the camping Room before you finish off the final zombie. The last Thing you need is for the next Round to start and there are players who have No ammo or did not get to buy a perk he needed. When all 4 of you are next to Each other in the camping area and everyone says there ready then someone Finishes off the final zombie to start the next Round. 18) Do not take the free perk from the monkeys unless everyone has Juggernog, Speed Cola first and PhD as a 3rd option I always say Slow and Steady Wins the Race and this section makes a great Example of that. Believe it or not the free perk is actually a trap setup by Treyarch if you don't execute it properly. If everyone has the same perks for The whole game then it makes it easier to defend them and the team is easily Controlling their own destiny instead of the game controlling the team. So if The team decides to not turn on the power in the early or mid-Rounds and then The power gets turned on and everyone buys all 4 perks before the first monkey Round, you will almost always get a monkey Round within one or two Rounds, after turning on the power if you are already in the mid Rounds and have not gotten a monkey Round. Perhaps after everyone have the 2 required perks then You may even get a free perk in the next monkey Round. If everyone buys Juggernog at Round 12 then everyone buys Speed Cola at around Round 18 (After the second Monkey Round) then the team will not only defend these two Perks easily for the whole game, but you may even get a free perk after the Second monkey Round. Since you already got the two perks you all need (Unless you also need PhD) then you are all set for the whole game you can then afford to lose one of the other 3 perks that you don't need. Now if you do not take any bonus perks and continue to all buy the same perks Together at the same time, the team may actually be able to have all 5 perks around the third or fourth monkey Round if executed perfectly. If it's even possible as i'm still working on getting 5 perks. 19) If you're low/out of ammo hit the box or get a wall weapon If you just got Max Ammo drop in this Round and burned all your ammo in this Same Round then you wills more than likely not see another Max Ammo for another Couple of Rounds. So if you don't have a second weapon that you can use or Can’t afford to get rid of then go hit the box and try for a better weapon or Swap LMGs when either is out of ammo. 20) If you’re low on points get a wall weapon such as an MP5k/MPL/SMG/M16 The MP5k is the best wall weapon when you need to rack up points to get back On your feet. It will not kill zombies like a LMG will but it's enough to keep Them alive while you continue to rack up a ton of points. If you do this early On you can rack up like over 50k points or more and then as you approach the High 20s and 30s you can start using the box to get your weapon back with full Ammo. 21) Everyone on the team tosses all their Black Holes or Doll Bombs when a Max Ammo Drops This is very important after Round 25 and especially in the 30s. You can have up to 12 Tactical Grenades (3 for each player) active in the map at the same time and get them all right back when you pick up Max Ammo. So why wouldn't you do it. It makes your jobs easier, not to mention a bunch of free kills and points to go along with it. So when you see Max Ammo tell the team so everyone can toss all 3 of their Tactical Grenades and then pick it up when everyone used them all. ______________________________________________ /**********************************************\ | 6. Strategy [STRAT6] | | | \**********************************************/ If you didn't read the tips above here's a quick recap of the strategy. Basically the whole team is going to camp in just 2-3 spots until Round 29-30. Rounds 5-10 you camp in the Power Switch Room. One guy covers the window next To the Power Switch; one guy covers the ceiling in between the window and Mystery box. The other 2 guys will camp at the top of the stair that leads To the Power Switch Room from the floor above Juggernog. Rounds 10-30 you Will all camp at the PhD Landing Pad and/or MPL Room (that is the Room you enter if you open the Bottom door of the starting Room). However, do not open the door that leads From the starting Room to the MPL Room. You only open this door at Round 29 When things go really bad in the MPL Room and camping just no longer works. To get to the MPL Room, from the Power Switch Room go downstairs, in front of You are a locked door that leads to Juggernog. Buy the door and then take all The stairs down to the final floor at the very bottom. This is the MPL Room. In the Phd Landing Pad, 2 guys with LMG's will go prone at the top of the stair. And one guy at each of the two windows. If one guy has a Tactical Grenade then he should take the window at the top that is on the catwalk. This is so that he has a better view of the area and can use the Tactical Grenade from up there to give the guys with LMGs extra time to prepare and get breathers or do revives. Don't forget to call the lander over to the PhD Landing Pad when the power gets turned on. Here you can also nuke with the PhD Perk by dolphin diving from the stair on the catwalk. Nuking stops working after round 20 and requires multiple nuke attempts. In the MPL Room one guy (preferably the weaker player) will just watch the Only window in the Room (this is why this Room is really good for camping). The other 3 players will defend the only stair that leads to the MPL Room. Don't try and go up another floor because you think it's safe to go up there. Not only are you risking yourself and the team but your teammates will not Like that you are taking their kills and points. Everyone stands next to each Other so all 3 of you get an equal share of the action and equal opportunity Of points so everyone is happy. ______________________________________________ /**********************************************\ | 7. Classes [CLASS7] | | | \**********************************************/ Basically in this section i will post an ideal class setup for each player That works until Round 29. During Rounds 15-25 everyone should have Plenty of points to get there class setup finished. The weaker player (In terms of knowledge of zombies or the map layout and his current weapons) Should receive the easiest jobs and should follow his duty as planned. The Other 2-3 players will camp the stairs at these two camping spots (Power switch and MPL Room). You guys should be fine in this Room until Round 25 at which point you will all start to have trouble but can still hold off in The MPL Room until Round 29. Also don't be afraid to hold off until around Round 20 to PaP your weapons. I Did not have to PaP any weapons until the 20s. Ok here we go, onto the classes. Weaker Player Class (The Assassin Class) [ASSIN7.1): This class belongs to the player who either has no knowledge of zombies or Does know how to play zombies but does not know the map layout yet so he's Learning and so he will rely on everyone else to cover him while he covers The rest of the team in the easiest ways possible. At any point in time During the game the player who was downed or has no weapons/ammo or no Points will become this class temporary. The class is responsible for Watching just one barrier only (sometimes two entrances that are very close to each other). When this player has no ammo or has crappy weapons, his job is to do the easiest jobs to stay alive while Insuring the other players do not have to worry about a zombie flanking them from behind or the side, while they take care of the big waves that are coming. He is called the Assassin simply because his job is to use an SMG to get Headshots most of the time or Ballistic Knife + Sickle. SMGs have very little Recoil and since the player will be burst controlling (Single shot control burst is better). This way his ammo lasts longer and he Won’t have to worry about ammo too much or need to buy more ammo off the wall often. Ballistic Knife and Sickle together give you 1 knife hit kills up until Round 15. After Round 15 you need 2 knife hits to kill. After Round 20 you Need 3-4 knife hits. Just guard the window and knife everything that comes to You from the window. If you can rebuild the barrier all the time and keep one Zombie there he will be your final crawler. While everyone else opens fire on Anything else that comes towards the team. Early Rounds (Round 5-10): Here in the early Rounds his job is very simple. Just watch the window next To the Power Switch. If you are playing 2-3 players and not 4 then your job Is to also watch the ceiling to the right of this window (the little corner In between the window and the mystery box). Let one or two come in so you get Chances for bonuses but don't let them overrun this player. Give him some help if he needs it. The following crappy weapons are good for now in terms of priority from better To weakest: Sickle, Ballistic Knife, SMG, Shotgun, Pistol, Sniper Rifle, Crossbow, and Launcher. Obviously a SMG/AR/LMG is the ideal weapon but the above crappy ones are good For now. Tactical Grenades: None None required but either one is a nice bonus for the team. Doll Bombs are good For making a bunch of crawlers until Round 15. Black hole being better than Doll Bombs after Round 15 because it sucks in and instantly kills any zombies It sucks in. Perks: None You do not need any perks in Rounds 5-13. If someone did not follow the plan and Turned on the power and bought Juggernog during Rounds 5-13 then yes buy Juggernog too. Mid Rounds (Rounds 10-20): Here in the mid Rounds is where the Assassin Class is born if you do not have A weak player on your team. Here this class has perhaps one crappy weapon from The ones in the early Rounds above and a decent or good weapon such as Assault Rifles and LMG. He can still provide easy duties by guarding just one window In the MPL Room. When a crappy or decent weapon runs out of ammo here the Weaker player will be buying the MPL and MPL Ammo right next to him when he Runs out of MPL Ammo. You can also knife only as previously mentioned. Do not PaP the MPL just because you have infinite supply of ammo nearby. It's Not worth it unless you are going for headshots. Especially after Round 15 When the HP increase to the zombies will cause you to waste ammo faster. 4500 Points are a lot for a crappy weapon to have ammo within easy reach. Doll bombs Or black hole (the latter being better) is great for Rounds 10-20 but the weak Class does not need it. It's nice if he has it though. Once the weaker player Gets more points or learns the map better he will then convert from a weak Class to a support class for Round 20 and beyond (which is detailed below). If Not he can just be a permanent assassin. Primary Weapon: MPL/MP5k You have infinite supply of ammo nearby. After Round 20 MPL/MP5k is useless unless You’re getting headshots or for racking more points so you either have to get headshots with 1-3 burst Fire or simply trade it in for an AR/LMG mentioned below. Galil The Galil perhaps just doesn't get the love it deserves simply because the HK21 gets used way too much. The fact is that the Galil does more damage than the HK21 (the HK21 is right behind the Galil though). The Galil gets a 5x Multiplier to the Head while LMGs don't. If you PaP the Galil you get a sight as an added bonus. The Galil is highly recommended and is without question the best general purpose weapon in Zombies. Secondary Weapon: FAMAS and/or RPK Either of these are good for Assassins because of the high fire rate and The extra damage you do over a SMG. Great weapons for getting headshots. The FAMAS is the weakest AR/LMG in the game so you should only be using the FAMAS in the early or mid rounds before switching to a better AR/LMG. AUG (PaP'd) You get a master key (that's a shotgun attachment) and a good AR combined into One weapon with high rate of fire to go along with it. The master key is a One Shot Kill until Round 15 so take advantage and PaP the AUG in the early Rounds If you get it. So if you have this and a SMG/MPL/FAMAS/RPK you are pretty much Set until Round 30. Commando/Galil/HK21 Good choices for Assassins if you don't have the FAMAS or AUG. They're better Than a SMG but have slightly slower rate of fire than the FAMAS/AUG/RPK and Lower magazine capacity than either LMG. The next valuable options for Assassins are these. M16/G11 Keep in mind the M16/G11 are 3 Round Burst Weapons. If you PaP either one Of these two they will become fully automatic. So in the later Round having a 3 Round Burst AR is not good because you will have too many zombies coming to The barrier so PAP either of these in the late Rounds is recommended. The M16 Becomes an AR and China Lake combined into one weapon, it gets a damage Increase as well. So the grenade launcher is good for clearing the Room. While The G11 becomes a mix of an RPK with any AR. It gets the highest magazine Capacity of any AR (48 bullets per magazine) and 288 ammo in reserves, a Damage increase, and no sway. Ballistic Knife (PaP'd) and Sickle Since you are just watching one window for most of the game this combo is not A bad idea. Having both together is highly recommended. You will simply be Doing One Hit Knife Kills until Round 15. After Round 15 it becomes two/three Knife hits to kill. If you do damage with another weapon first, then it Becomes a one hit knife kill again. You will also have the ability to Instantly revive a fallen teammate. They can provide cover for you while you Do the revive(s). And don't forget the most important thing: You are not Wasting any ammo at all. So you rack up a ton of points without worrying about Ammo. Keep MPL or a AR/LMG as your second weapon and your good to go until the Late Rounds. Tactical Grenades: Optional None required but either one is a nice bonus for the team. Black Hole is the Better of the two. Perks: Required: Juggernog, Speed Cola You don't need any perks until after Round 13. After Round 13 only buy Juggernog. Ideally this class should focus on Juggernog and Speed Cola as just Those two should be enough to make it to Round 20 easily and should be enough to make it into the late 20s and into the 30s. Optional: Stamin Up, PhD, Quick Revive Stamin Up only recommended as a 3rd perk for this class if you are a secondary Medic so if your teammates are far away so you can get to them fast and on Time before they die. PhD is recommended only if you will be planning to dolphin dive off high Places for explosion damage. Combined with Stamin Up and you can basically Nuke and run away fast For Quick Revive, the other 4 perks are more useful for an Assassin than Quick Revive is. However do keep in mind that the ability to run really fast with Stamin Up combined with Ray Gun will make you a secondary medic when revives Are needed when the team is not camping and is running around the map. Not Required: None Support Classes (2-4 Players) [SUPRT7.2]: This is your main firepower. The backbone of the team, which is needed to make It to the late Rounds. Their job is simple. GUARD THE STAIRS AND PROVIDE SUPPORT WHEN NEEDED!!!!!!! Here i will provide 4 separate classes which assumes you are playing with 4 Players and 2-3 of them are watching the stair that leads to either the power Switch or MPL Room (depending on which one you are camping). If you are not Playing with 4 players then skip or combine these classes for one of the Players. Support Class 1 (The Tank) [TANK7.3]: Your job is to provide the most support to your team. You are what your class Says you are, which is a Walking Tank. You make crawlers, get bonuses when needed and Help another player who is getting cornered by a group of zombies and could Die. This class should not pick up Death Machine because he's going to be Doing most of the work for the team on the stair. If he's low on ammo then He can pick up Death Machine. One of your best 2 players should be assigned To this class. Primary Weapon: RPK or HK21 (the latter being much better): Doesn’t matter if its PaP'd or not but make sure you PaP this weapon when It’s out of ammo, and at Round 25 it should already be PaP'd because you will Need the extra ammo. RPK fires faster so that could help this class. While the HK21 fires slower but has a lot more ammo. If you PaP'd a LMG and have no ammo Hit the box and trade it in for the other LMG so you can keep going. Galil The Galil perhaps just doesn't get the love it deserves simply because the HK21 gets used way too much. The fact is that the Galil does more damage than the HK21 (the HK21 is right behind the Galil though). The Galil gets a 5x Multiplier to the Head while LMGs don't. If you PaP the Galil you get a sight as an added bonus. The Galil is highly recommended and is without question the best general purpose weapon in Zombies. Secondary Weapon: LMG: Since either LMG or Galil is your primary weapon having the other LMG as you secondary/backup weapon is not a bad idea. When both LMGs are PaP'd that is a maximum of 1525 Rounds. That is enough ammo to last for a really long time and generate over 15k points at the same time if all the bullets hit the Zombies. You basically have a mini death machine at all times so therefore you should never get the death machine unless you are low/out on ammo which will rarely happen until the late 20s and into the 30s. Ray Gun: A great secondary weapon when you want to clear the area around you of Zombies. You shouldn't have to PaP this until Round 25 and beyond. Try to hold off From PaP this until it runs out of ammo. After Round 25 it has to be PaP'd. Try to conserve as much ammo as you can. Remember to aim at their feet. If You have PhD you can aim near you (or at your feet) since you will not take Any Splash damage. After Round 25 giving up a PaP'd Ray Gun to get it right back with full ammo is not uncommon at that point. If you do get it back don't PaP again until it's out of ammo. The Ray Gun is one of the two most rarest weapons from the box so getting it for a 3rd time right away when ammo is needed is something you want to hold off from doing until Round 30 hopefully. Be prepared to spend anywhere from 5k-50k points to get your Ray Gun back for a 2nd/3rd time. Then you need 5k to PaP too, so make sure you have plenty of points to do this. Mustang and Sally: Probably the best secondary weapon a Tank Class can have is this underated piece of beauty. Keep your starting pistol so you can PaP it for Mustang and Sally ASAP and you will have the best underrated weapon in the game. The reason behind it being Underrated is because Ray Gun and Thunder Gun are better and they are also Overrated at times. By having Mustang and Sally as one of your 2 weapons and your 3 main weapons for the entire game, you will be able to fire this Awesome weapon if you go down after its PaP or when you need to clear the Room. So keep it as there's no point In trading it in for weapons you will eventually get rid of anyways. Tactical Grenade: Either One Having either one of these is better than nothing. Black Hole is the best one Of the two. You don't really need this but if you do get it then it's a bonus To the team. After you reach Round 20 everyone on the team needs to start Attempting to get the black hole as revives will become more common now. Doll Bombs is also good after Round 25 for making crawlers so you do not kill the Final zombie so the team can prepare for the next Round. Perks: Required: Juggernog, Speed Cola Speed Cola so you can reload faster. You’re the tank so you must continue firing as quickly as you can. Optional: PhD. Get PhD when using Mustang and Sally and/or Ray Gun. It will save your life. Trust Me on that. Not Required: Quick Revive, Stamin Up Quick Revive is not needed since there's a medic on the team already. Stamin Up you don't really need since it could sometimes backfire on you when You’re trying to get to a destination and you get there too fast. Support Class 2 (The Medic) [MEDIC7.4]: Your job is exactly like Support Class 1 (The Tank Class) but slightly Different depending on what Round you are in and situations like low ammo Count, low on points, bad weapons, etc... This should be assigned to the Player not as good as the best 2 players but better than the weaker class. You can also assign this to the player with the most points when you get to Round 29 so he activates traps. This class might have to provide support to The weaker class or the guy defending the entrance(s) when help is needed. This class should not pick up the Death Machine either but has higher Priority than Support Class 1 when it comes to the death machine. This is the Middle man really as he does a little bit of everything such as being the Weaker class at one point in the game, reviving the other players, using Traps, etc... So he's very important. He is the Medic because he is basically In charge of reviving teammates and activating traps most of the time (Since he will more than likely have the most points so he will buy and can
afford most of the traps).
Ideally it would help if this class also has Quick Revive for faster revives
(Unless you are using the PaP'd Ballistic Knife). However it is not required.
Quick revive is also useless at Round 29 because you won't have space or time
to revive anyone.
Here is the ideal class setup which this player will become as
He is pretty much a clone of Support Class 1 for most of the time as he's
Getting his class together.
Primary Weapon:
RPK or HK21 (the latter being much better):
Both RPK and HK21 are your two main weapons until Round 25 when they must be
Traded in for a Ray Gun. Ray Gun will clear areas easier than the weakened
LMG and you also run faster than a LMG with the Ray Gun. PaP'd Ballistic Knife
After Rounds 25-30 you should also consider if you’re trading a LMG in.
Galil
The Galil perhaps just doesn't get the love it deserves simply because
the HK21 gets used way too much. The fact is that the Galil does more damage
than the HK21 (the HK21 is right behind the Galil though). The Galil gets a 5x
Multiplier to the Head while LMGs don't. If you PaP the Galil you get a sight
as an added bonus. The Galil is highly recommended and is without question the
best general purpose weapon in Zombies.
Secondary Weapon:
Ray Gun:
A great secondary weapon when you want to clear the area around you of
Zombies. You shouldn't have to PaP this until Round 25 and beyond. Try to
hold off From PaP this until it runs out of ammo. After Round 25 it has to
be PaP'd. Try to conserve as much ammo as you can. Remember to aim at their
feet. If You have PhD you can aim near you (or at your feet) since you will
not take Any Splash damage. After Round 25 giving up a PaP'd Ray Gun to get it
right back with full ammo is not uncommon at that point. If you do get it back
don't PaP again until it's out of ammo. The Ray Gun is one of the two most
rarest weapons from the box so getting it for a 3rd time right away when ammo
is needed is something you want to hold off from doing until Round 30
hopefully. Be prepared to spend anywhere from 5k-50k points to get your Ray
Gun back for a 2nd/3rd time. Then you need 5k to PaP too, so make sure you
have plenty of points to do this.
Ballistic Knife PaP'd:
The Ballistic Knife PaP'd is your class style. Since you are the medic it would
be more fitting to be able to revive teammates instantly. I would not use it
Though until after Round 25 as you can still do without it at that point.
Unless of course you plan to knife at a window all the time though. If you got
plenty of points consider buying the Sickle for combined power increase. You
will then knife all the zombies that come in to the only window in the MPL
Room. You conserve ammo and will 1 or 2 hit knife the zombies until the late
Rounds. After Round 30 Ray Gun is highly recommended. Keep this so you can
continue to do instant revives as after Round 25 teammates will starting
needing revives more commonly than before. If you are going to be using this
you want to consider either Mustang and Sally Or Thunder Gun and no LMGs or Ray
Gun. That way you can clear the Room so you can Do instant revive(s). If you
do take the Thunder Gun then ask your teammates to Just open fire with Ray
Guns and LMGs and all zombies and that you will revive Them. That way they
don't have to worry about dying and losing their weapons. If you are not the
best player on the team then you should let the best player who is use the
Thunder Gun. SInce they have more experience than you they will know how to
properly conserve it's ammo and when and where to use it.
Tactical Grenade: Black Hole
You are the Medic and Black Hole is your ticket to reviving teammates safely
Perks:
Required: Juggernog, Speed Cola
Speed Cola so you can reload faster. You're one of the tanks so you must
Continue firing as quickly as you can.
Optional: PhD, Quick Revive
Use PhD when using Ray Gun, Doll Bombs, any Launcher, or Crossbow.
Quick Revive is still useable until Round 28. As the Rounds continue the
Ability to quickly revive teammates begins to disappear to where it's almost
next to impossible to do instant revive(s).
Not Required: Quick Revive, Stamin Up
If you decide to use Ballistic PaP'd then quick revive is no use to you.
Stamin Up you don't really need since it could sometimes backfire on you when
You’re trying to get to a destination and you get there too fast.
Support Class 3 (The Cleaner) [CLNR7.5]:
Your job is to provide guaranteed protection to everyone else. Ideally you
Want to assign this class to one of your two best players. Because his
Experience and knowledge can judge if cleaning out the Room that very second
Is really needed while conserving as much ammo as possible. You will provide
Cover for the other players who will be reviving fallen teammates. You MUST
Make sure that you do not fall and ensure that you can be the last player
Left standing if need be. You will not be doing any revives unless a black
Hole is active or you are certain the area is clear to do revive(s), or the
Team is still in the early Rounds and you do not yet have the Thunder Gun.
After Round 25 this class has to sit in a corner where he can see the entire
Room from that spot so he sees everything that's happening and can figure out
the best spot to aim to clear the Room.
This player should also have one of the two most points out of the team and so
He does not need to fire very much in the late Rounds as he did most of his
Work in the middle and the easier late Rounds (Rounds 20-25). Since he will
Not be firing much in the really late Rounds, he has more time to coordinate
The team while the rest of the team is handling all the zombies. Ideally
This is the guy you want using the death machine since he will more than
likely have the least ammo on the team and he doesn't see very much action.
Not to mention he is the Room cleaner after all so it suit's his class style
Just fine. This class should also be the main claymore guy as he has more time
To stock and plant claymores to help clear the Room. Even though after Round
25 the claymores are almost useless but they help none the less. Especially
When everyone starts to run out of ammo.
Here is his class setup:
Primary Weapons: <- DO NOTE I SAID WEAPONS NOT WEAPON LIKE IN PREVIOUS CLASSES
The following 2 weapons are both your primary and secondary weapons. When one
runs out of ammo switch to the other to clear the Room.
Thunder Gun:
This is your main weapon. You'll want to hold off on PaP'd this this weapon
until Round 25 when you Pretty much run out of ammo on it because you used it
a lot in the previous Round or two. You can hold off on PaP that long if you
conserve your Ammo for it wisely. You will be using this weapon for clearing
out a Room or If someone is close to going down and needs a revive. You will
also provide Cover with this weapon to the medic as he revives player(s). You
want to use this only when theres a huge group of zombies (like over 15-20).
When theres a small group (like 12 or less) switch to Mustang and Sally. This
way you conserve your ammo wisely for this.
Mustang and Sally:
Probably the best secondary weapon a Cleaner Class can have is this underated
piece of beauty. Keep your starting pistol so you can PaP it for Mustang and
Sally ASAP and you will have the best underrated weapon in the game. The
reason behind it being Underrated is because Ray Gun and Thunder Gun are
better and they are also Overrated at times. By having Mustang and Sally as
one of your 2 weapons and your 3 main weapons for the entire game, you will be
able to fire this Awesome weapon if you go down after its PaP or when you need
to clear the Room. So keep it as there's no point In trading it in for
weapons you will eventually get rid of anyways. You want to use this only
when theres a small group of zombies (like 12 or less). When theres a huge
group (like 15+) switch to the Thunder Gun. This way you conserve your ammo
wisely for this.
Secondary Weapon:
RPK or HK21 (the latter being much better):
Doesn't matter if its PaP'd or not but make sure you PaP this weapon when
It’s out of ammo and at Round 25 it should already be PaP'd because you will
Need the extra ammo. After Round 25 trade this in for Ray Gun. If you like you
Can also not PaP and trade this in for the other LMG. This way you do not spend
Way too many points on PaP and keep nearly infinite LMG ammo. Keep in mind the
Damage decrease past Round 25 will really start to hurt you. Don't try to do
Too much with a LMG pasted Round 25 unless you got Insta Kill which makes you
A mini death machine. If you can handle the damage decrease you have, then you
Can rack up twice as many points in a hurry pretty much. Just make sure you
Don’t go down with a LMG in your hands. Switch to a Room cleaning weapon such
As your Black Hole, Mustang and Sally, Thunder Gun, or Ray Gun.
Galil
The Galil perhaps just doesn't get the love it deserves simply because
the HK21 gets used way too much. The fact is that the Galil does more damage
than the HK21 (the HK21 is right behind the Galil though). The Galil gets a 5x
Multiplier to the Head while LMGs don't. If you PaP the Galil you get a sight
as an added bonus. The Galil is highly recommended and is without question the
best general purpose weapon in Zombies.
Ray Gun:
A great secondary weapon when you want to clear the area around you of
Zombies. You shouldn't have to PaP this until Round 25 and beyond. Try to
hold off From PaP this until it runs out of ammo. After Round 25 it has to
be PaP'd. Try to conserve as much ammo as you can. Remember to aim at their
feet. If You have PhD you can aim near you (or at your feet) since you will
not take Any Splash damage. After Round 25 giving up a PaP'd Ray Gun to get it
right back with full ammo is not uncommon at that point. If you do get it back
don't PaP again until it's out of ammo. The Ray Gun is one of the two most
rarest weapons from the box so getting it for a 3rd time right away when ammo
is needed is something you want to hold off from doing until Round 30
hopefully. Be prepared to spend anywhere from 5k-50k points to get your Ray
Gun back for a 2nd/3rd time. Then you need 5k to PaP too, so make sure you
have plenty of points to do this.
Tactical Grenade: Black Hole
Again you're the Room cleaner so black hole is required for this class.
Perks:
Required: Juggernog, Speed Cola
Speed Cola so you can reload faster. Everyone needs faster reloads eventually.
Optional: PhD
PhD is highly recommended for this class but not required. Only when using any
Launcher, Crossbow, Doll Bombs, Thunder Gun, Mustang and Sally, or Ray Gun.
The Crossbow doesn't matter if it's PaP or not. But After Round 25 the
Crossbow must be PaP'd. PhD will come in handy for explosions and splash
damage or nuking which also is used to clear the area.
Not Required: Quick Revive, Stamin Up
Since you won't be doing most or hardly any revives it's just not worth having
For this class. And when you do need to do a revive you cleared the Room
Anyway so it's still safe to do normal revives without it.
Stamin Up you don't really need since it could sometimes backfire on you when
You’re trying to get to a destination and you get there too fast.
Support Class 4 (The Trapper) [TRAP7.6]
I decided to add this class into the guide simply because traps become pretty
much required after Round 25 so i thought it would be nice to add a class just
for trap usage. Basically this class uses weapons from any combination of the
previously mentioned classes to rack up points so that this class can use
Traps. Since traps become expensive after a while you want to conserve as much
points as you possibly can. You can have anywhere from 1-4 Players becoming
this Class at any given point in the game.
This class mostly uses a SMG/LMG to rack up points to use for traps and a Room
cleaning weapon as his secondary weapon to clear the area so he can get to the
trap and activate it. When this class has alot of points saved up he trades in
his SMG/LMG for a PaP'd Crossbow. When ammo is a problem The Trap Class simply
buys more ammo or trades in the LMG at the box for the other LMG. Or the LMG
gets PaP'd if he cannot get the other LMG to continue a full supply of
Max LMG ammo. The Trap Class will be primarily using the two Incendiary Traps
on the map. If he has more than enough points he can also use the turrets on
the map. The turrets are almost next to useless after Round 25 but they do
help conserve some much needed ammo. Just make sure to balance out the ammo
usage with the turret.
So now let's take a look at the weapons that the Trap Class will be using:
Primary Weapon:
SMG/LMG
MP5k and MPL are great SMG weapons to rack up a lot of points with. The low
damage and low bullet penetration combined with low range makes these two
excellent candidates for the Trap Class as they will not kill zombies so you
can continue to rack up more points. They are also within easy reach of either
Incendiary Trap. LMGs will work great for racking up a ton of points in a
hurry. RPK has less ammo and burns through ammo faster. Not to mention it
does less damage than the HK21. However it does kill faster than the HK21. A
very nice mix of having a SMG with a AR and an HK21 all combined into one.
While the HK21 has a lot more ammo and does more damage than the RPK. However
it does fire slower than the RPK. But the good thing about firing slower than
the RPK is that it doesn't burn through ammo like the RPK does. Either way
these are great for racking up points so that you have enough points to use
Traps when you really need to.
Crossbow PaP'd:
This weapon is the Trap Classes best friend when he has more than enough points
to use traps. It's great when you need to get to a trap. Shoot it way ahead or
behind you and every zombie will just go to that area giving you further time
to get to the Incendiary Trap. Shooting the Crossbow at Stamin Up or the Door
into the Claymore Landing Pad are great spots when heading to that Incendiary
Trap. If you are heading to the Courtyard you may want to shoot it towards the
big door that is closed when going into the PaP Room. If not the turret is
another good spot. If your on the side of the PhD Lander then shoot it towards
the PhD or the door that leads to the main Room above Juggernog. Either way
just look for spots where you can shoot it to where the Zombies will get away
from you and not towards you while your still able to keep the area in front
of you clear so you can get to the trap and can use it safely. If you can
shoot the crossbow into the actual Incendiary Trap then all zombies nearby
will pass through the Incendiary Trap and become extra crispy once the trap is
activated. That is the perfect way to use a crossbow while watching them burn
to death as a nice added bonus.
Secondary Weapon:
Thunder Gun or Mustang and Sally
Either of these two is great for clearing the area in front of you so that you
can make it safely to the Incendiary Trap. A must to have whenever possible.
Tactical Grenade: Black Hole
You're the trapper so this class needs it. It gives you time to get to the trap
and allows you to hold off from not having to use the Incendiary Trap just yet
until the time is right (which is usually after they respawn).
Perks:
Required: Juggernog, Speed Cola
Speed Cola so you can reload faster. Everyone needs faster reloads eventually.
Optional: PhD, Stamin Up
PhD is highly recommended for this class but not required. Only when using any
Launcher, Crossbow, Doll Bombs, Thunder Gun, Mustang and Sally, or Ray Gun.
The Crossbow doesn't matter if it's PaP or not. But After Round 25 the
Crossbow must be PaP'd. PhD will come in handy for explosions and splash
damage or nuking which also is used to clear the area.
Stamin Up you don't really need since it could sometimes backfire on you when
You’re trying to get to a Destination/Trap and you get there too fast. Still
if your getting to a Trap and see yourself about to get boxed in and you see
a small gap that you can squeeze by, the extra sprint and movement speed will
really come in handy. A noticeable perk to say the least for this class and
one worth trying and seeing if it does/doesn't work out for the Trapp Class.
Not Required: Quick Revive,
Since you won't be doing most or hardly any revives it's just not worth having
For this class. And when you do need to do a revive you cleared the Room
Anyway so it's still safe to do normal revives without it.
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| 8. Round 30 and Beyond [RND30] |
| |
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As I have only made it to Round 29 so far as my highest I think I have
Somewhat of an idea as to how the 30s is done. I may be wrong in this section
So if you have gotten to the 30s and know these tips do not work and/or would
Like to provide tips, gladly email me (contact info in the contact section)
And I will look into it and give you credit if posted on the guide. Anyways so
Let’s take a closer look at the things to be prepared for when approaching this
Daunting and challenging set of Rounds.
Classes:
Here in the 30s and beyond all the classes above can be pretty much be
Thrown out the window. They just simply won't work very well and everyone just
Has to survive the onslaught of never ending zombies heading your way. The
Medic and Cleaner are still very useable for their roles. You can also
Convert the Assassin and/or The Tank into just being a Trap Class. Where they
can use traps if they have enough points to use them. If you place a Trap
Class at each Incendiary Trap they can activate it on the PhD Landing Pad
Side, while the Medic and Cleaner are on standby to save the Trappers if they
go down. Not to Mention by activating it on the PhD side they can still both
run back to the PhD Landing Pad and everyone can regroup and get ready to use
the lander there if need be.
Zombies:
In the 30s zombies have an unusual amount of health and more just keep on
Coming at you and your team. Weapons are almost next to useless at this point.
They also come at you in what looks to be an infinite wave that just never
Stops. You may get a breather here and there while they respawn. Take this
Brief breather to plan ahead and to reload all your weapons and get ready for
The battle that is soon approaching. At Round 30 each zombie has a health of
7030, there are also a total of 42 Zombies per respawn here so please keep
that in mind. So at 4 players 7030 * 42 = 295,260 total health for all
zombies per respawn. At round 30 there will be 189 total zombies with 4
players. so 189 * 7030 = 1,328,670 total health for all zombies in the Round.
So keep that in mind as you have to make sure the team has well over 1+
million in total damage to survive the rounds at this point. If you don't
you will get an early exit or will quickly find ammo to be a huge problem.
A PaP'd Galil does a maximum of 577k worth of total damage when te 5x head
multiplier is factored in. So if 3 guys have PaP'd Galil with full ammo
and they all aim at the head you should be able to survive this round
pretty easily while a guy with Thundergun gives them all plenty of cover.
Monkey Rounds:
I don't know the difficulty of monkeys in the 30s as i haven't gotten to the
30s just yet. I don't even know if they still spawn (they most likely do) but
I will try to provide you with as much information as I can for their
difficulty in the 30s. From what I've seen in the 20s if you do not have a Ray
Gun, Thunder Gun or Mustang and Sally for the 30s don't expect to survive the
Monkey Rounds in the 30s (especially if you are low or out of ammo) during
Monkey Rounds. They will most likely be coming in more numbers in each group
and will begin to Pound the ground around you thereby pounding you to death.
Protect Juggernog and Speed Cola as your two most important perks. If you lose
PhD you can always buy It during the start of the next Round. If you lost
Stamin Up or Quick Revive. Don’t worry about it as they are not very important
in the 30s.
Traps:
Here in the 30s, traps are highly recommended as your weapons will begin to
run Low or out of ammo in every Round. The two turrets on the map are
basically Useless at this point as they barely do anything to the zombies
because of Their Health Increase. So this is where the other set of traps
comes in handy and they are the two Incendiary Traps.
Incendiary Traps are recommended whenever you have a chance to use them. They
Instantly kill all zombies who pass through it with a wall of flames pretty
Much. They are very good when you are low or out of ammo. They are also a
Great way to conserve ammo while not risking yourself too much. They are
Basically like a mini nuke except they only kill what pass through them and
not anywhere on the map like the nuke does.
If you can position the zombies perfectly you can activate the Incendiary Trap
On the open side that gives you a chance to run to the other Incendiary Trap
While the other is still cooling down. Effectively giving you infinite
Incendiary Traps provided you can reach them on time while they finish cooling
Down. Not to mention you also have the points for them. 2-3 uses of these
Incendiary Traps is not uncommon in one Round when in the 30s.
So make sure you have a stock pile of points or you will quickly waste away
Your points. Having about 3k-6k points on reserve for the Incendiary Traps for
Every Round is a good estimate. As you progress further into the mid-30s you
May want to increase your reserve points for the Incendiary Traps from 6k to
somewhere around 10k or more for each Round.
Weapons:
Here in the 30s the only weapons worth using are: Ray Gun, Thunder Gun, PaP'd
Ballistic Knife, Claymores, Mustang and Sally, Black Hole, Doll Bombs, PaP'd
Crossbow, SMG, LMG, AR, and maybe even the PaP'd M72 LAW, and that's it.
All other weapons are not good in these Rounds and would only be used for the
sole purpose of racking up points, such as the Galil, Commando, AUG. All these
weapons in the 30s will quickly run out of ammo so it's important to try and
conserve as much ammo as you can. Alternating between the Galil and a LMG
is highly recommended when ammo and/or points becomes a problem.
Ray Gun will now take anywhere from 2-4 shots to kill. Mustang and Sally begin
to lose their one shot kill effectiveness and may now take 2 shots to kill.
The black hole here at this point should only be used when you are waiting for
The lander to finish refueling. It gives the lander just enough time to finish
Refueling. Do not use them as revive protectors because the players who need
Revives can just drag themselves over to the lander and then you guys can
Activate the lander and get out of there. Then as the lander is moving to
Another location you can safely and easily revive your downed teammates.
Ammo:
Like previously mentioned ammo in the late 20s and into the 30s really starts
Being a problem. Max Ammo Drops don't happen as often now as they did before.
You may get a max ammo somewhere between 2-3 Rounds and it's just simply not
Enough to help your lack of ammo cause. Whenever low on ammo consider trading
in the weapon at the box so you can reacquire your weapon back with max ammo.
If it's a rare weapon like Ray Gun or Thunder Gun expect to blow anywhere from
10k-50k points or even more just to get it back and with full ammo. If you
have a LMG you only need about 5k points before you get either LMG.
Alternating between the Galil and a LMG is highly recommended when ammo and/or
points becomes a problem.
Points:
If lack of points is a problem then consider wall weapons as valuable weapons
At this point. Trade in your weakest weapon or lowest ammo weapon for a SMG or
M16. AK74u, MP5k, MPL, and M16 are all good wall choices here in the really
Late Rounds when points and/or ammo are a problem. The low bullet penetration
And low damage of the SMGs will provide a ton of points. While the M16 gets a
Grenade launcher and becomes fully automatic when PaP'd. However keep in mind
The ammo for the PaP'd M16 is 4500 points every time so that starts to get
Expensive really fast. Alternating between the Galil and a LMG is highly
recommended when ammo and/or points becomes a problem.
Perks:
If you do go down you should only worry about Juggernog and Speed Cola at this
Point. If you’re low on points then just worry about a weapon. If you do go
down you can always be revived without losing any perks because you never
bought any. However don't buy Juggernog if you can't afford a weapon. There’s
no point in Buying it if you're going down because you couldn't buy a weapon.
Your Just wasting much needed points if you do that. So focus on getting a
weapon Before Juggernog.
Landers:
The landers at this point are required. You will simply not survive without
Using the lander to bail you out of trouble unless you are circling and
Stalling around the map. When you are entering a landing pad area call in the
Lander so that by the time you need to use it, it is already done refueling
And is ready for use. So let's go ahead and look at each of the 4 landing pads
That you can use:
The Sickle/Speed Cola Landing Pad:
This Landing Pad is the worst pad you can be at as there are no traps,
One way in/out (besides the lander), and is a very tight space area with no
Room to walk around. It's an easy way of getting boxed in. If you do end up
Here use Thunder Gun and Mustang and Sally, and maybe even black holes. You
Want to keep the area as clean as possible while you wait for the lander to
finish refueling so that when it's done you can get out of there.
Centrifuge/Starting Room Landing Pad
Next up is the Starting Room Landing Pad, which is actually the most
underrated landing pad of the 4 as it is overshadowed by the PhD Landing Pad.
The reason why the Starting Room Landing Pad is good and underrated is because
You have the Centrifuge here which is basically a free trap. All you have to
Do is run in circles around it and stall until it activates and takes out all
The zombies that are following you. Another good reason is the fact that the
Landing Pad is right in a corner that has no windows or openings so you get to
see a wide area in front of you while being able to bail out if you need to.
So if you have Mustang and Sally and Thunder Gun you can camp here for a while
cleaning up the area and then get out when you run low or out of ammo.
The Claymore/Stamin up Landing Pad:
The Claymore Landing Pad is not a bad 3rd option either it has many objects in
The area and so the zombies have to navigate around these objects so it gives
You some time to reload and stuff. The only bad thing about the Claymore
Landing Pad is that there's only one way in and one way out
(Besides the lander). On the upside though one of the two Incendiary Traps is
Near here. So if you can get to it, it is a great way of conserving ammo and
Making the Round go by faster at the same time.
The MP5k/PhD Landing Pad:
And finally we have the almighty Over Powered and Over Rated MP5k/PhD Landing
Pad. Here you have multiple ways to deal with the zombies. Two windows which
Can be easily guarded by 2 players. Two guys at the top of the stairs who can
Throw infinite grenades. Easy spots to throw down the Black Hole or Doll
Bombs. A great camping spot (next to the window on the catwalk) for sniping,
Using the PaP'd Crossbow, nuking, or any type of launchers. And best of all,
Easy and close access to all the traps on the map. All the other landers have
Some sort of trap that is not within easy reach, but the MP5k/PhD does and
That’s part of the reason why most players love this landing pad as their main
Camping or Go To spot.
Camping Spots:
Camping spots in the 30s is almost not recommended at all. Simply because the
Second you kill a zombie another zombie will spawn at a barrier that is
Closest to your current position. So you now have to worry about not getting
Flanked from behind or the side. However there are some camping spots that are
Still effective even at these really late Rounds so let's take a closer look
at some of these:
MPL Room:
If you've been following this guide you already know how much I love the MPL
Room for camping. However if you use the PhD landing Pad for Rounds 10-30 you
Can still use the MPL Room as a temporary camping spot, pending the door to
The starting Room is still closed. Just do the best you can to hold off in
Here and kill some time to get as many zombies as your team can get to spawn
Before you open the door to the starting Room. You won't last very much in
Here unless you can keep the Room clear at all times. Once you open the door
To the starting Room you should just go straight to the landing pad and camp
That corner of the Room and call in the lander if it's not already there. If
You are going to camp in the MPL Room in the 30s, then i highly recommended
You already have the lander at the starting Room. That way you don't have to
Wait for it to finish refueling and can get out when you need to. The Room
Will be crowded with zombies from every direction so you should be ready to
Leave at all times.
Sickle Landing Pad:
This landing pad is only good for camping at the start of a Round when you get
To the high 20s and into the 30s. Like previously mentioned there are no
Traps and there's only 1 way in/out (besides the lander). Not too mentioned
This Room is really small and tight spaced so boxing you in is not only really
Easy for the zombies but it's going to happen eventually. So let them spawn
And when there closing in and boxing your team in, take the lander and get the
Hell out of there. Don't come back until the start of the next Round or unless
you end up here again randomly, when using the pad from the starting Room.
And if that's the case you must make sure the area is clear at all times while
You wait for the lander to finish refueling so you can get out of there.
Electrical Fence:
I like to call this fence The Electrical Fence simply because if you look at
It you can see symbols and stuff about electricity. And its right next to the
Power switch. It is located next to the Power Switch in between the power
Switch and the hole in the wall next to the Incendiary Trap on the way to the
PaP Machine. This electrical fence is really going to come in handy when you
Need a place to camp. The reason I like this fence is simply because it is
The only door in the map that you never need to open as you can get to the
other areas of the map without opening this fence.
Not to mention both sides of the fence are tight spaced and so you can gather
A bunch of zombies for an easy Thunder Gun or Mustang and Sally use. Also you
Can kill some time and stall for all zombies in that 1 of multiple waves to
Spawn so you can do circles around an area and stuff. If you camp it from the
Power switch side you can stay in here for as long as you can then open the
fence and jump through the hole in the wall.
If you camp it on the hole in the wall side then you can
Keep it as a permanent camping spot since you never have to open the fence
Since you can jump out the hole in the wall. If you do open the fence from
That side you will have to work your way down the stairs just to get back to
The main floor so be very careful about the dangers of opening the fence and
Heading to that side. Only do that if you have a Thunder Gun or Mustang and
Sally or even a Ray Gun, so that anything in front of you can quickly go down
So you can get back to the main floor of the map.
The Hole in the Wall:
I like camping at the hole in the wall because it has so many uses. It's a
Very versatile hole in the wall that can bail you out of trouble depending on
Where the zombies are spawning from. You have quick and easy access to the
Incendiary Trap right next to you as well as 3 different routes.
They are: the Room above Juggernog on the main floor, the PhD Landing Pad,
Or the alley route leading to the turret on the way back to the starting
Room on the way to the Ak74u and Stamin Up.
Incendiary Fence:
Another underrated camping place is by camping on the actual Incendiary Trap
Right next to the fence next to the courtyard. If you leave this door closed
Then that means you have to use The Electrical Fence right at the highest part
Of the map or the Room where the Power Switch and starting box spawn is,
Especially if you need to get to Speed Cola or Sickle Landing Pad. You can
Camp either side of the fence wait till you are getting boxed in then
Open it. If you need some help then activate the trap to bail you out.
This is a great camping spot that is often overlooked for other more effective
And great camping spots.
Stamin up Room:
Probably the single underrated Room on Ascension is the Room where Stamin Up
Is since no one uses it. The green pool of acid on the floor can cause you to
Go down because your movement speed sharply diminishes as a result of it, so do
Keep that in mind when staying in this Room. You have an Incendiary Trap
nearby, As well as access to a landing pad to get out of danger. Not to mention
the AK74u which at least can give you a steady supply of ammo at this point,
Although the damage won't be very high it is still something to use when doing
circles (especially in this Room) or your out of ammo.
Courtyard:
The Courtyard may perhaps also be another underrated Room to camp in. It has a
Turret and the other Incendiary Trap on the map. Since you have two traps in
One Room, you can easily activate one of the two traps, while the other trap
Is still cooling down. There is a green pool of acid that will sharply slow
Down your movement speed in this Room as well. However running circles in this
Room is a very good tactic to stall or when you need the turret to help you
Kill some zombies. Not to mention you can take the stairs up to either the
Hole in the Wall while the incendiary Trap is still active or go up to the
Sickle Landing Pad and quickly call the lander and provide cover, while you
Wait for the lander to arrive and finishes refueling.
So there you have it an insider’s look at some of the most helpful Tips to not
Only the biggest map in all of Zombie Mode but an insider's look to the hardest
Rounds and most of the Rooms on the map all in one section. Please feel free to
Provide any further suggestions or tips by contacting me. Contact information
Is below in the Contact Section (EMAIL007).
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| 9. Frequently Asked Questions [FAQ9] |
| |
\**********************************************/
Q: Where is the PaP Machine located?
A: It's located under the huge rocket that goes up to the launch pad after you
Turn the power on. To get to it you must first unlock the PaP Room. It's done
By using all 3 different landing pads with the lander vehicle. After the
Third landing pad is used you will hear the man say something about waiting
For authorization or something like that. Now go to the launch trigger right
Next to the Power Switch to authorize launch sequence. The rocket will then
Blast off like in the map "Launch" and then the PaP Room will be unlocked. To
Get to the Room you must go to the Room all the way in the back that has a
Turret and mystery box spawn. It's a big open field with a ramp and had a big
White clear looking door (which you can see through). On the other side of
This gigantic door is a drawing on a wall in front of you that looks
Identical to drawings on other walls located around the map. The door use to
Be locked but now it's open. Go in and to the right you'll see the PaP
Machine.
Q: What about defending the perks from the space monkeys?
A: Well like I said at the start of the guide. Do not buy a perk before Round
12-13. everyone will be fine without any perks until then. Now when you get
To Round 12-13 you will only buy Juggernog. When the first monkey Round
Comes, everyone will camp on the Juggernog floor. Plant claymores on both
Stairs that lead to the Juggernog floor (one upper stair and one lower
Stair). Also plant 2 claymores inside the actual Juggernog Room which is
Really small and tight. After defending Juggernog you will get a free perk.
The first monkey Round (if you follow this guide properly), should come
around Rounds 13-18.
The second monkey Round you call can repeat as before and defend Juggernog,
Or have 1-2 guys defend Juggernog and the other two players defend speed
Cola. If you think you can defend 3 perks then guard PhD in the second monkey
Round and then defend Stamin Up on the third monkey Round. Don't worry about
Quick revive it's the least important perk of the 5. If you think you need 2
Players defending Juggernog then do it. Even if that means having your 2 best
Players at Juggernog. You cannot lose Juggernog or the team will be a trouble
(This monkey Round will come around Rounds 19-24).
For the third monkey Round you will need two (maybe 3) players defending
Juggernog. And the remaining 1-2 players will defend speed cola. Again if you
Think you can protect a 3rd perk then only defend Stamin Up in this third
Monkey Round as you will need it for the next Rounds (this monkey Round
Should come around Rounds 25-30).
Q: Any way of protecting multiple perks from the monkeys on either solo or 2-4
Players?
A: Yes, on Solo if you buy Quick Revive as your only perk you can easily
Defend all 4-5 perk machines at once. Once you get a monkey Round and get a
Free perk you will receive a perk that has doors that have not been opened
Yet. If you never open the doors that lead to that perk they can never take
it from you until you go down or get revived yourself.
On multiple players it's harder but you need 1-2 guys at each perk location.
Then you need Ray Guns, Thunder Gun or Mustang and Sally. The more Mustang
And Sally you have the more perks you can easily defend at once.
Q: Speaking of the monkeys and perks is there any way to get all 5 perks onto
Your character?
A: Well I cannot honestly answer this question just yet. Some people claim to
Get their 5th perks from the monkey Round as part of their free perk that the
Monkeys drop. Others say that it's simply not possible and you can only have 4
Perks at once. I myself have tested this, but I could not complete the task
Yet to confirm if it's possible or not. I came very close to completing it
Though but it's not easy and you need Ray Gun to make it easier to complete
The challenge. Here are some things to try though:
In solo you must never open doors to any perks that is not
Quick revive or PhD. Now you just defend quick revive and get a free perk.
Continue until the 3rd monkey Round, get the final zombie
(monkey Rounds 1-3 are 6 monkeys only) to follow you and not the perk machine.
Drag him over to PhD and then kill it. The monkey drops the perk in front of
PhD. You buy PhD and pick up the free perk to claim the 5th perk
(If it's even possible). After you do this please kindly contact me and let me
Know if you got all 5 perks or not as I'm still trying to do it. Proof with
Video or a picture would be nice so we can confirm or deny this once and for
All.
In MP it's rather easy. You hit the box once or twice. Everyone gets a decent
Or great weapon. Then everyone has to save up about 15k points before turning
On the power and/or buying any perks. Once each of you saved up 15k buy all
The perks except Juggernog. Juggernog is sealed off and has both doors closed
To it. So as long as the two doors to Juggernog are closed the monkeys can
Never take away your Juggernog. Ray Guns and Mustang and Sally are ideal for
Handling with the monkeys (especially when they pound the gRound).
Q: I am always really low on ammo, or points, what tips can you provide
Me?
A: Well this is a common problem for most people so don't feel like you are a
Bad player for needing ammo or points. There are simply some things that you
Need to work on to get passed this problem. Here are some tips:
If you’re low on points you have to stop wasting points wherever needed. Don't
Buy perks that you don't need (that is dependent on what class(es) you are
Using. Try not to use the box so much and only when your weapon(s) run out of
Ammo. The same thing with PaPing a weapon. Only PaP it when it runs out of
Ammo or after the 20s/30s. Also do the best you can to not go down or die. You
Then have to rebuy your perks and weapons again so you continue to be low on
Ammo and points if you do. Not to mention your team now has to work harder
Because of you keep going down. So do the best you can to not go down
(especially before Round 25).
If you are low on ammo all the time then you just have to work on conserving
Your ammo. If you are using a Black Hole, Ray Gun, Thunder Gun, or Mustang and
Sally make the ammo count. Use them only when there’s a group of zombies for
Splash damage or clearing the Room. Don't use them just to kill one or two
Zombies. If your using a LMG aim for the head. Hip Firing a LMG and aiming for
The head and in short bursts is a great way to kill zombies and conserve as
Much ammo as possible. That saved ammo you conserved can be used when a bunch
Of zombies are close together so then you can go Rambo all you want on them?
Q: What about if I’m low on points and ammo or dying/reviving is not a problem?
For me?
A: If points is a problem and not ammo, or because you don't go down as much
then try these tips:
Consider using a wall weapon or LMG to rack up a lot of points. SMGs are really
Good for racking up a ton of points in the high 20s and into the 30s. MP5k and
MPL are highly recommended for this as they are within easy reach and provide
The lowest damage out of the 4 main SMGs. Not to mention you can buy more
Ammo at easily accessible areas and at a very cheap price as well. PaPing SMGs
Is not a good idea for racking up points because when you need to buy more
ammo? For it, it gets really expensive at 4,500 points every time you need more
ammo.
Q:Why is getting heashots so important?
A: Well mainly because you save plenty of ammo, and you receive more points
than if they're killed anywhere else. But most importantly most weapons have a
Head Multiplier. SMGs and AR have a 5x Multiplier, LMG have 3x, and Sniper
Rifles have a whopping 10x Head Multiplier. So think about those multipliers
as the rounds progress and get harder with Increasing Zombie Health. So if
that Zombie has 7,030 of Health at Round 30 and you have a Sniper Rifle with
a Base Damage of 2,000, and you shoot him in the head you get a 10x
multiplier, so you actually do 20k worth of damage. That's more than enough to
kill it with one shot. Now think about how far you can go into Zombies with a
Sniper Rifle that can deal 20k Damage Per Shot.
Q: What is the best general purpose weapon in Zombies?
A: Some people swear by a LMG, Thunder Gun, Ray Gun. I myself say the best
general weapon is defined from things such as ability to restock on ammo,
damage, range, multipliers, reload time, etc... Without question the best
general purpose is The Galil. It does more damage then the HK21 with better
mobility to go along with it. Not too mention it's more common in the box than
a LMG and you get a sight when you PaP it. Let's also not foget the 5x
Multiplier for shooting at their heads. By far the best general purpose weapon
and at a Max Damage of over 577k Max when at Max Ammo it is simply more than
enough to do more damage than a HK21 anyday. The added sight and higher RoF is
also nice. The Galil is without question a Top 5 Weapon and is also a Top 3
Overall in Multiple Categories. You just can't go wrong with the Galil as it
has too many good things and hardly (if any) negatives.
Q: What weapon is the best besides the Thunder Gun?
A: That would be the Ray Gun. Ray Gun produces over 400k of Max Damage. That's
3 times as much as a HK21 or Galil. And that's not even factoring Splash
Damage which can easily push this weapon until the one million max damage
barrier.
Q: What are some underrated weapons?
A: Any Shotgun and Mustang and Sally are very underated. The FAL is also a
very highly underrated weapon. The Galil is also underrated and only because
the LMGs get all the love and so the Galil doesn't get very much attention.
Consider trying these underrated weapons on your next playthrough and see how
they work out of you. You should quickly be able to see how they do more
damage than most weapons that are normally used.
Q: How do i do the Nodes/Major Easter Egg on Ascension?
A: Since this is a long process and the information is always changing, the
best thing i can tell you is to use Google, look on Message Boards and/or look
at Youtube Videos. Use keywords like: Black Ops, Ascenion, Nodes, Major Easter
Egg. Those keywords should help you in finding the most up to date information
about this.
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/**********************************************\
| 10. Credit [THANKS] |
| |
\**********************************************/
-Credit goes to lxl M4TRIX lxl, and DontFearTheHobo for showing me some of
The tips (camping in the MPL Room, Sickle Landing Pad, and Power Switch Room)
As we were playing.
-Credit goes to anyone else i probably have missed. If i forgot to give you
Credit i am truly sorry but just kindly contact me (via email) and i
Will gladly give you credit.
-Credit goes to me for making this guide and thinking of some of the
Strategies and tips. Most of the tips came from other zombie maps and/or
Playing on Ascension and learning new things every time i play it.
______________________________________________
/**********************************************\
| 11. Contact & Suggestions [EMAIL007] |
| |
\**********************************************/
Contact me at wilmer007@gmail.com
Under subject please put "Black Ops: Zombies: Ascension" or "BO:ZO:AS". If
The subject line is not either of these two I will ignore it and may mark it
As spam as well.
You can e-mail me for various reasons, including praise, tips, suggestions,
Errors I had, questions, etc...
If you would like to play on XBL my gamer tag is wilmer0072000. If i send you
A friend request on my alternate gamer tags is because I’m either sorting my
Friends list or i simply have nearly maxed out my friend list and need more
Space so I’ll save you on one of my alternate gamer tags. All my gamer tags
Start with wilmer007 so you will it's me. If i do place you on one of my
Alternate gamer tags you should send me a message to my normal gamer tag
(wilmer0072000) if you want to play. If you send a message to an alternate
Gamer tag more than likely i will not even get to see it. As i only log in
To the alternate gamer tags when i need to add friends to it.
Also please do not send me messages over XBL to comment on the guide. XBL is
Simply for playing. If you send me a message regarding my guide
(Either good or bad) right after you friend request me, i will take you off
My friends list and block you on XBL. That is what my email is for, so that you
Can send comments and stuff over to my email, not on XBL.
---->Copyright (2011) (wilmer007)<---
*****End of Guide*****