Sunday, July 24, 2011

Tip: don't stay in one spot on any map. You can be surrounded. when kiting you turn around, shoot from the hip and walk backwards then turn back around quickly

Wednesday, July 20, 2011

Perks

Juggernog doubles the player's health. Therefore, in order for a player to be downed, it will take 4-5 normal zombie hits or space monkey hits instead of only 2. Juggernog will also make it so that it takes 8-9 special zombie (Hellhounds and George Romero) hits to down the player instead of 3, which is very important in the later rounds as the player can get 'double-swung' a lot more often. According to the machine, it is made with real eggs. This perk costs 2500 points to buy. It is located, the theater in Kino der Toten next to the bowie knife, in the war room next to the bunker in "Five" in the PM63 room in Ascension, and in Call Of The Dead at the base of the ship, to the right of the Zip Line fall point, through the doors and down the stairs. 
Speed Cola reduces the time spent reloading weapons by half. It also allows the player to put up barriers even faster, but the time between individual boards is longer to balance it out. Speed cola is considered the second best perk under Juggernog as it allows quicker reloads, but it is easily lost without Juggernog. Speed Cola costs 3000 points to buy, making it the most expensive of all Perk-a-Colas to purchase. The Speed Cola machine is located in the MP40 room. In Five, it is located in the second hallway. In Ascension it is near Lunar Lander B. In Call of the Dead, it is located behind the lighthouse at the bottom of the Ice Slide. Speed Cola mirrors the multiplayer perk Sleight of Hand. 
Quick Revive allows the player revive other players about 4x faster. As said by the machine, it's ice cold.  In Kino der Toten"Five",Ascension, and Call of the Dead, it is located in the starting room. Many players have noticed that if two teammates get downed next to each other they have been able to revive them both at the same time. According to the characters, this Perk-a-Cola has a very fishy taste. In Call of Duty: Black Ops, if the person is playing solo, the Quick Revive machine is available right from the start, regardless of whether the power is on or off. It costs 500 points when playing solo. When downed in solo, the player temporarily receives the Pack-a-Punched M1911(Mustang & Sally) while the player is downed before being automatically revived by the perk. After three purchases in solo, the machine disappears. 
Double Tap Root Beer reduces the pause time between bullets fired on all weapons by about a third. As it increases rate of fire, it is the most risky as many weapons have high rates of fire anyway. On the inverse side, shooting faster only helps pump-action and bolt-action guns, which have a long pause before being able to shoot again. Shooting too fast can cause ammo to be drained at an alarming rate if not used properly. This perk costs 2000 points to buy. According to the characters, it is chewy. In Kino der Toten, it's in the alley right outside the theater exit. In "Five," it is located at the entrance to the the first elevator in the War Room.  This perk is not available on Ascension but returns in Call of the Dead, and can be found in the back of the crashed ship near the claymores. It mirrors the multiplayer perk Double Tap. 
Stamin-Up is a perk that was introduced in Ascension and later featured in Call of the Dead. It combinesLightweight with the Black Ops equivalent of Marathon, giving the player a swift run that lasts for approximately two times longer than usual. It is favored for assisting with teams during a Space Monkey round to help stop a Perk-a-Cola machine from being destroyed, although this Perk-a-Cola machine is located much further away than the other machines of each other, leaving it vulnerable, especially in solo. It is constantly downgraded as "a useless perk" for not really helping in fighting off zombie swarms, only running away from them. However, it can be very useful, as it helps evading zombie attacks, possibly saving the player's life. The machine resembles a juke box. It costs 2000 points. According to the characters, this Perk-a-Cola is very sour. In Ascension, it is located near Lunar Lander F and AK74u. In Call of the Dead, it's located behind the lighthouse, through the water and inside an abandoned house next to the Stakeout. 
PhD Flopper is a perk introduced in Ascension, next to the Lunar Lander D. The PhD Flopper absorbs any explosive and fall damage done to the player and creates a small shock-wave that damages zombies when the player dives-to-prone from an elevated position. It was originally intended to activate when the player went down, however this was removed. According to the characters', this perk appears to be made of prunes. In Call of the Dead, it is found next to a desk on the bottom floor of the lighthouse.
Deadshot Daiquiri is a perk first seen in Call of the Dead. The perk's icon consists of a dark gray background color with the foreground being a head in front of a set of cross-hairs. This perk changes auto-aim so that it locks onto an enemies head rather than the body, makes the reticle smaller similar to Steady Aim and removes the idle sway from sniper rifles. It costs 1500 points to buy and is found at the very top of the lighthouse. The characters deem it sweet-tasting possibly tastes like a cherry daiquiri with lime. On the PC version, costs 1000 points to buy, but only makes the reticle smaller and removes idle sway, there is no auto-aim to head. 

Ascension Easter Egg

Step 1:
GERSCH DEVICE REQUIRED
Go near the lander near Dr. Flopper and look outside, down the stairs. There will be a glowing generator outside. Throw a gersch device at it, and it will be sucked in.

Step 2:
Go to the lander near the stamin-up machine. Under the stairs in this room, there is a TV with static. Walk up to it, and press X. This is the first power node.

Step 3:
On a monkeys round, position one player at each perk machine excluding quick revive. There will be a button to press at each, a whistling sound will be made to help you locate it. Have each player press a button simultaneously. This is the second power node

Step 4:
BALLISTIC KNIFE REQUIRED
Go to the area under the rocket cleared out by launching it. There will be a clock on the wall with a ballistic knife, have all 4 players stand next to it. Stand there for a full minute, watching the clock. When the minute is up, a nuke will go off. THIS WILL KILL ANY CRAWLERS YOU HAVE This is the third power node.

Step 5:
Riding a lander will now result in you activating a letter, based on which ride you do.

THE CORRECT WORD IS 'LUNA'
So people can help out more, I'm putting a list of letters and where to call the lander to get them. Note: A is the symbol for the PhD flopper lander, B for the one by the sickle, and C for the one by stamin-up. Middle means spawn.

b to a= Y
a to b= S
b to c= A
c to b= H
a to c= R
c to a= M
b to Middle = I
c to Middle = U
a to Middle = E
Middle to c= L
Middle to a= T
Middle to b= N

This will activate the final power node.

Step 6:
Gersch Device, Dolls, Upgraded Thunder gun, Crossbow, Ray Gun required
There will now be a whistling projector by the staminup lander. The projector will point to a spot on the ground. Throw a gersch device at this spot and dolls immediately after. Shoot it 4 times with the Thunder Gun, 10 times with the Ray Gun, and once with the Crossbow. MAKE SURE THE CROSSBOW BOLT DETONATES then jump through it. 

I'll leave what happens after that to be a surprise

Kino Der Toten Guide

Welcome to my guide. The reason I did a 2 player guide is because 4 players usually you lose on a low level because the dog rounds are hard and unless you have 4 really good players its almost impossible. 2 players is easy to manage because you can communicate better.
Levels 1-4:  DO NOT BUY A GUN.
Level 1, stab. Dont shoot. IT takes one knife to kill them and you get 130 points for each knife kill. Highly worth it.
Level 2, stab twice. Do not shoot.
Level 3. Shoot 5 bullets, stab twice. If your window(s) get overrun, shoot and throw grenades. Hold down grenade button for 4 seconds, and then throw. It explodes on contact.
Level 4. If you haven't gotten a Max Ammo yet, then do not shoot. But if you have, shoot a round into a zombie in chest or head, then knife twice or once depending on where you shoot. 
Level 5-8: The person with the least amount of money opens the upstairs door, the person with the most opens the next door upstairs until you get to the MP40, stakeout and auto-turret room (I will refer to it as the MP40 room). Buy the MP40 and send one person back upstairs and keep the other person monitoring the windows in the MP40 room. Follow this routine 
FIRST DOG ROUND: either 5, 6, or 7. Stay in the MP40 room, and camp in a corner. IF you suck at aiming buy the stakeout. Be sure to trade out your pistol and not the MP40. 
Level 8: Player with most points opens the next door. Both players camp out at the metal door. When too many zombies are coming or the other player dies, open the door. Back out away from the zombies and then spray into the crowd. If player downed, revive them. Make 1 crawler with a grenade. DO NOT Turn on the power until both players have around 5000 points. Both players buy "Juggernog" located to the right of the stairs back to the starting room. It costs 2500. Link the teleporter. 
DOG ROUNDS: Rounds (9, 10, 11), (14, 15, 16), (19, 20, 21), (24, 25, 26)... (every 5 rounds after your first dog round) will be dog rounds depending on when your first dog round was. if it was 5, it's the first number in each group, 6, second, 7, third. This you will have to camp on the edge of the stairs and crouch. If it works then the dogs will stand there and won't attack you.
Rounds 9-15 Rack up points by killing zombies. Make a crawler on round 10 to get the mystery box if not found already. Guns you would like to have would be the HK21, RPK, Galil, Aug, Commando, Ray gun, Thunder gun, and both players should try to get monkeys. Good combos are the HK and the Thunder gun, HK and RPK, RPK and Thunder, Galil and Ray/Thunder Gun, Aug and Ray/Thunder gun, Commando and Ray/Thunder gun, and of course, ray gun and thunder gun. 
Do not use teleporter unless your about to die. If so, die in the teleporter so you teleport up together and you can be revived up there safely. Pack-a-punch at 15(if not dogs), do not pack a punch thunder gun and only pack a punch ray gun if you have ray and thunder combo. 
Round 16(if not dogs): Pack a punch your other gun.
Rounds 17 and on. Run around killing zombies, basically either run around the map killing zombies and try not to have one player run one way and one way running the other. 
TIPS:
Buy a mic or talk on the phone. Communication is how you get far.