Monday, August 22, 2011

Dead Ops Arcade Tips






Tips.




1. To get far you will need to play with 3 people on a good connection.




2. You must work as a team and share the gold/Loot making sure each players goes up a single multiplier at a time.




3.Bonus rooms i have not found the perfect way on how bonus rooms work and there not that important until after round 40. But i always suggest that you take the first arrow that appears on the screen and if there are 3 arrows that pop up take the 2nd as that might be a armory.




4.Room of fate. Ok guys i must be honest there is a system on how the room of fate works when you get in the room of fate everyone must go into the middle of the screen and you will see 4 arrows appear. each one of these arrows mean something




1. Fortune ( long weps

2. Firepower ( mini gun perm

3. Friendship ( bird for life)

4. Feet ( quick feet perm




5. What room of fate perks to get




I would suggest this green player to get fortune for some reason the zombie run direct to you when in a helicopter. The other players Mini gun and Bird.




we have reached level 80 with these methods




6. How to kill the monkey faster. The monkeys are tough bosses and take a beating but its also a time where you can lose lots of lives and equipment. so i suggest this that the mini gun person takes the offensive and the other players stay away from trouble. the money is very weak against RPG fire so if one drops get your fortune guy to grab it and blast away. I also suggest that if you all have a plentiful stock of nukes that i would work out a method between your guys that one one guy will call in nukes and if a player needs one that shout nuke. Stops you guys from using all your nukes.




7. Power ups and picks ups. Lets say your playing with fate,fire-power and bird.you would make sure that fortune,fire-power and bird all have certain roles. fortune will be the person that takes all weapons and Birds. Mini-gun and bird do not take pick ups share nukes and speeds.




fire-power is always on the forward front taking down zombies and targeting dogs first and assisting other players.




Fortune( must play as green will also go on the offensive when they have picked up a weapons ( mini-gun ,shotgun,ray gun, Chinas and RPG's lake can be used to blast in spawns but never for general running around killing. Using tanks to block a spawn point and rolling over zombies and choppers for pure carnage. When you lose a your weapons go on the back and take zombies down without risk until good weapons appear to fight again.




Bird. The conservative roll only takes the front leads when fortune does not have any power ups as 2 pee shooters are better than 1. Only picks up weapons when fortune has a great ammo. Bird players to most important roll tho as some areas you need to hold a certain area and without bird this is not possible.




strategy For areas ( that some people find hard)




Creeps Crawlers. Keep moving as try not to get in the sides of the maps while moving the crawlers cant kill you. when seeing them spawn aim to take down the white zombies first then target the crawlers.




Down Pour. Each player needs to go the the top the stairs then straight on and hold the area. looks like a inverted L Firepower shoots down the alley and bird and fortune down the other way.




Suicide bomber round a simple round just keep your distance away from them and keep moving.




DOGS. sneaking dogs always seem to tag you. Everyone to the corner of the map where the are most electric polls. Fire power and bird take one side each and fortune in the middle assisting each player. Turrets are good for dogs and kill them easy so if you come across and easy to pick up go for it.








Shangri La Strategy, Easter Eggs, and stuff

Ok… so here it is… the 3rd map pack from Treyarch featuring a whole new Zombie level called “Shangri-La” and the scenery is beautiful,  the zombies are ugly, and the monkeys are back again, but does it live up to past zombie map experiences? Well, I’m not quite sure yet because it’s only around 8am and I’ve had a few rounds solo, but here’s what I’ve found out so far…
Monkeys are always around except this time they’re not wearing power ranger pajamas like in Ascension, instead, they blend in almost perfectly with the background and are extremely hard to see when you’re concentrating on shooting zombies faces off. I found that out the hard way when a monkey came running around a corner and all I could do was hear it’s screeching little yelp and then I got smacked, luckily I was able to get away that time but I can see these little bastards becoming quite a pain in the ass later on when you’re hurting and need to just get away for a second.
Zombies are still combo hitting, so don’t expect this level to be any easier than Call of the Dead, with the exception of not having a roaming zombie (at least in the beginning) like George Romero was in Call of the Dead. Now I’ve heard that a flaming zombie is going to show up at some point to take over George’s role but I have yet to see it, which means that all you have to do is take some time in the first few rounds to explore and do whatever it is you want to do before things get insane.
So, another question we all were wondering was if Treyarch was intending to make this map harder than the ones before since that seems to be their motivation these days. I am going to say that yes, this map does appear to be delivered without vaseline, so don’t expect to run around in a circle too easily as I’ve only identified a few places where that might be possible, and even in those places there are entrances all around you. Another thing is that there is a new kind of floor you have to walk on inside one of the temples you first go into, it’s made out of mud with stone floors that appear only when the walls come down from the ceiling in a trap kind of way, hard to explain but you’ll understand as soon as you play it (I’ll also try to get some video up here at some point). The same room is also apparently tied to an Easter egg since there are some huge wheel type things on the walls with symbols on them that you can turn by pressing the usual action button (X on Xbox360, I believe it’s the box button on PS3).
The 3 rocks are back again as expected and to find them you’re going to need some sharp eyes or a little help from someone else (I happen to be someone else so you got lucky there). Here are some screen shots and rough directions on how to find them:
Rock 1 – It’s in the area where you first start out, but on the other side of the area from where you initially spawn. It’s tucked into some plants between broken pillars but here is a screen shot to assist in your search
Rock 2 – Located right outside the “mud room” before you go across a little bridge (or right after you come across the one heading back into the “mud room”)
3rd Rock – This little bastard is hiding behind an opening that you can’t go through on the opposite side of the map from the mud room. It’s in a room that I will better describe later, but to get to it you have to open two doors to get in the room it’s hiding in.
As always, once we know the map a little better I’ll update this page with more precise information on how to get to them, but basically Treyarch put the first one in the middle area, the second one on the “east” side and the 3rd one on the “west” side. Balanced and such so you can’t get to all of them unless you’ve gone a few rounds and made some cash. Pretty much like the others and how we would have expected it.
Initial Strategy
Now, for the strategy part of this… this map is definitely one where you won’t be camping very much (real shocker there eh?), there are entrances all around you to all the areas you can hang out in. I have noticed already though that you can use the water spouts you’ll find on the map inside the caves to act as elevators to shoot you back up to the main starting area. The reason why this is important is because I can see in the future a bit of a “Figure 8″ style running game with zombies chasing behind. Basically we can try to start off in the beginning area, run to the “east” side of the map, go downstairs into the cave, ride a water spout back up to the main beginning area, then run to the “west” side, go downstairs into the west-side’s cave, take the water spout back up from that side to the main area, then run over to the east side again, rinse and repeat. (I have yet to try this but will report back later on it’s success or failure)
I do expect to see some videos popping up on YouTube of people finding ways to run in a small circle to get the zombies in a “train” behind them since that’s one of the major strategies a lot of people like to use to get into the higher rounds, but I personally just think that’s a cheap way to go about getting far in the game. I mean, what fun is running around in a circle the entire time? To me, I think there has to be a more fun way to do it, and a more legitimate experience to be had. With this map, I can see all 4 people getting stuck and trapped in all kinds of areas, so the perks are going to be critical, especially Quick Revive since this is a real close quarters map. You’ll be finding yourself able to get to your downed buddies easier than in Call of the Dead since Shangri-La is so small feeling, but…. so will the zombies.  That’s why it will be important to be able to revive them as soon as possible.
Little Monkeys
On to the little monkey guys, these little wise guys are part of the whole power-up changing situation and who knows if anything else… Basically, when you kill a zombie that drops a power-up like InstaKill, Max Ammo, etc… the little monkeys that watch you from the beginning start freaking out and call in other monkeys who come to take that perk away.
Lemme try to explain it a little differently so it makes more sense…
1) You kill a zombie that drops a power-up
2) Monkeys watching you start freaking out
3) Other monkeys show up and try to take that perk away and / or kill you if you pick up the power up.
4) If they pick up the power up, depending on where you are in the map, the monkey will start heading back to the temple in the beginning of the game and try to get up to the top of it so you lose the perk
5) The entire time the monkey is running away with your perk, it’s changing every few seconds, so you can try to wait and get the power up you want or risk losing it altogether
Also, you can kill the monkeys by either shooting them or getting a “Nuke” power-up (the power up that looks like a bomb and blows up all the zombies). If you kill these monkeys I think it may stop them from calling the power-up changing monkeys but I’m not positive about that just yet because we didn’t get any power-ups after those monkeys were gone. They also re-spawned after what we think was triggering something else (we’re not sure what we did just yet).
One last thing to point out before I get back into it… xO JEE Ox noticed he had the golden rod down in the lower right corner of his screen when he was playing as Richtofen, in the area that the vodka bottle would appear in Call of the Dead’s Easter Egg or where anything you pick up appears on the screen in the other maps. We’re pretty sure this has something to do with the Easter egg on this map too.
Easter Egg
(Special thanks to  xO JEE Ox – S IP i IK E – NotStaffed – CommanderBly501 – Deej601 for being part of figuring this out!) 
Speaking of “the” Easter Egg (assuming there’s only one), we think we’ve got it almost figured out but I don’t want to post about it yet until it’s complete. What we’ve found so far is that you’ll need 4 people to push some buttons that pop out in the starting area center ruin thing, then you’ll find yourself in an eclipsed Shangri-La, you need to make your way over to the “west” side and push a button that appears on a building with a statue on the side. Then you’ll hear some guys talking about being stuck in there  and they need help getting out (sound familiar?).  So, once you speak to them, you’ll notice some tiles appear on the floor with a bunch of symbols on them, one person needs to tell another person what symbol they’re looking at while the other person finds the same symbol on another tile at the other side of the map, with a little coordination, you can make the tiles disappear, but you’re timed during this.
It goes like this…
1) “John” stands on a tile and says “Ok, I have the Triangle” and then steps OFF the tile so it doesn’t change
2) “Peter” then runs around and tries to find the Triangle on the other set of tiles.
3) Once Peter finds the Triangle, he stays standing on it (you have to stand on them for the symbols to appear)
4) John then gets back on the same tile he originally saw the Triangle on and they both disappear.
After you do that, you’ll notice something starts to happen, a long pole with a silver ball comes out of the top of that building the guys are stuck inside of. If you go around and hit all the gongs on the map, (you’ll also notice some are duds that kill the “chord”), you’ll see a yellow glowing light and symbol on top of that building they’re in. You need to find the 4 gongs which make a sound (it takes a second for the sound to come in) and then when all 4 are ringing at the same time, the guys start saying the water is rising and could there be a way to open “the gates”. I think hitting the gongs comes after opening the gate they’re talking about since it seems to activate that bulb thing on top.
If you fall down the water spout elevator shaft right next to that temple building where the guys are stuck, you’ll end up downstairs in one of the box locations with a large trailer full of Element 115 meteors like the ones that start the hidden song. We’ve figured out up until this part when you have to stand on the pressure plate there and all the guys start saying they “need more weight” but you should just stand on the pressure plate.
3 people need to stand on that metal pressure plate while a 4th person comes down the water slide, when they hit the metal grate you’ll hear the guys saying it worked and they got free.
Then, hit the 4 buttons by Quick Revive again to make it eclipse and go find the box, hit the box and you should be able to get the new shrinking gun, head over to the top of the water slide and you should see a silver ball sitting in the pathway out there. Shoot it with the shrinking ray gun rifle (you need to make it eclipse and then hit the box to get this gun we think). This is where we keep getting stuck because we never get the damn gun out of the box (This is the part where we start cursing you Treyarch for once again introducing “luck” into a game. Seriously, this is f’ing stupid)
Also, we know people have finished the egg,  just sucks that the rest of us have jobs and school that prevent us from playing the game straight through because we had a great time figuring out what we did before anyone else had posted about it.
Speaking of people who apparently get to spend all day long on the Easter Egg (yes, I am slightly jealous of this!), credit goes to everyone who helped NextGenTactics figure it out and of course congrats to their crew on finishing it.  Here’s their video of the whole process they did and I’ll update the text part of this post with all the steps soon so it’s easier to just read and go do….

Sunday, August 21, 2011

Saturday, August 20, 2011

Call of the Dead Tips *UPDATED*

Easter Eggs / "The Vault":
________________________________________
There are only 2 secrets known to me so far. The hidden song, and the vault.
The hidden song is activated by holding 'X' on three element 115 meteors.
#1 At spawn on a barrel(near lighthouse path cavern)
#2 On a seat in the feeding hall(two stairs below power, closest to boat
path)
#3 Under the clock(opposite of PhD Flopper)
Ensemble Cast is the achievement for completing the "Old Character" Easter egg.
This is only the multiplayer version, solo is a bit different.
After completing this, you will get Ensemble Cast and a gamer picture.
Follow these instruction to complete the Easter egg.
First you must turn the power on. Open the path to the power room and activate
it. You CANNOT start the Easter egg without the power. Next, head to the PhD
Flopper perk machine. Head downstairs from their and turn right. Walk strait
until you reach the broken and barbed door that heads to the lighthouse(you
cannot open this door). Look left and you'll see the [VAULT]
#1 Knife the [VAULT]. After you knife the vault, a dialogue will start
where the "Original Characters" talk.
They ask you to find a power switch. Unfortunately it is broken. To fix
the power box, add a new fuse.
There are three places the [FUSE] can be. they are all in the same room
as PhD Flopper.
1: Left of the 115 Meteor. On a dresser without drawers.
2: Left of PhD Flopper. On an office desk.
3: Left of the Cabinet. On the floor.
After you obtain the [FUSE], place it in the power box. The power box
is located right of the [VAULT].
#2 Knife the [VAULT]. After that, another dialogue will begin. This time
the Original Characters have activated a defense system. They ask you
to deactivate it by destroying the [4 GENERATORS]. To destroy them, just
hurl a grenade above it(make sure it explodes over the red light).
1: In the same room as the [VAULT].
2: Pathway from the Lighthouse to the Tip of the Boat. When mid-
   way, turn right. Hiding in the water.
3: Right side of the Back of the Boat(where double tap is). Look
   from the side of the boat out towards the water.
4: Behind Stamina Up. Through the window left of Stamina Up.
After destroying the [4 GENERATORS], head back to the [VAULT].
#3 Knife the [VAULT]. After that, another dialogue will begin. Nikolai is
sober and need more [VODKA]. You'll have to find him some. This step
is best done with two players.
1: Head upstairs from PhD Flopper. Stop halfway up the stairs
   and look right on the steps.
2: Above PhD Flopper. Right from the box position on the rail.
3: Drop-off from the two boats where you can go to Quick Revive.
   On the top platform.
4: Right from the MPL, head up the stairs and go right into the
   dead-end. On the yellow rail right of the box in the corner.
After obtaining the [VODKA], head to the [VAULT]. Place the bottle into
the tube on the left of the [VAULT].
#4 Knife the [VAULT]. After that, another dialogue begins. They ask you to
find them a [GOLDEN ROD]. This step is daunting as it requires a lot
of time.
The first part of this step is the [DIALS] in the Lighthouse. There is
one on each floor. Open up every floor and follow these steps exactly
to get it as fast as possible.
1: Set the Bottom [DIAL] to         [6]
2: Set the Second floor [DIAL] to   [4]
3: Set the Top floor [DIAL] to      [2]
4: Check the Third floor [DIAL]
5: Count how many clicks it is from [7]
6: Turn the Bottom floor [DIAL] that many clicks(from step 5)
7: Set the Second floor [DIAL] to   [4]
This should get it on the dot. Recheck each floor to make sure you did
not make a mistake.
From Top to Bottom the numbers should read
[2] fourth floor
[7] third floor
[4] second floor
[6] first floor
After the [DIALS] are set, do the next step.
The second step is the [RADIOS]. They must be activated in a certain
order or it will not work. Just go up to each one and hold [X] until it
makes a beeping noise.
1: Go to the Power Room. Head downstairs, turn left and head to
   the doorway(do not go out). turn left again and look up on
   top of a computer thingy.
2: Head to Stamina Up. When you reach it, turn right and it
   will be on top of the barrel in the corner.
3: take the Zip line from the top of the lighthouse. Head to the
   MP40. Once you pass the whole in the side of the boat, look
   left and it will be inside the container.
4: Head downstairs from PhD Flopper. The last one is under the
   stairs you just took on top of a cabinet.
After the [RADIOS] are activated, you will hear a signal beep.
The third step is the [CAPTAINS ROOM]. Its just the Power Room. Head to
the Power Room and do these steps.
1: Hold [x] on the [WHEEL] to turn it. Turn it so that the brown
   handle is facing the Bottom Right.
2: Hold [x] on the [LEVER] to pull it. The levers are right of
   the captains wheel.
3: Pull the first [LEVER] one time.
4: Pull the third [LEVER] three times.
5: you CANNOT pull the middle [LEVER].
After those are complete, a green light will appear from the lighthouse
and beam to a submarine.
The last step is to get the [VR-11].
Hold the round by getting a crawler. Lead the crawler to the bottom
floor of the lighthouse. Shoot the zombie with the [VR-11]. When he
turns human he will go into the Green light.
While he is being abducted, you have to kill him before he reaches the
top.
Use Matryoshka Dolls, Scavenger, Ray gun or M72 Anarchy to kill him the
fastest.
When he dies he will lie down. This is to let you know he is dead.
After he is abducted to the submarine, he will send you the [GOLDEN ROD]
through the green light.
The [GOLDEN ROD] will be waiting at the bottom of the lighthouse when
you are ready.
Go to the [VAULT] and place the [GOLDEN ROD] in the tube. The same tube
you put the [VODKa] in.
#5 Knife the [VAULT]. Another dialogue will begin. They thank you for your
help and teleport away. Unfortunately the power breaks again. They ask
you to fix it again. This time it is easier.
Knife the Power Box that you put the [FUSE] in.
#6 Knife the [VAULT]. Another dialogue will begin. They thank you for your
help and teleport away. This time they actually teleport. They leave you
with a Death Machine pick-Up. BUT WAIT!!! It is not a Death Machine, it
is a WONDERWAFFE DG-2!!! It has 3/15 ammo. You only lose it if you die
or run out of ammo. You have unlimited time with it.

FIVE Guide UPDATED



The cast of characters from Black Ops Zombie Mode: 'Five'


The ‘Five’ map intro­duces a hand­ful of new con­cepts not pre­vi­ously seen in zom­bie maps.  In addi­tion, we get to play as a hilar­i­ous mix of polit­i­cal fig­ures from the 1960’s.  Fol­low these steps to sur­vive longer on ‘Five’








‘Five’ Spe­cific Concepts:


Tele­porters
Once you turn on the power, the tele­porters become active. Unlike Kino der Toten, the Zom­bies can fol­low you through the tele­porters to your new loca­tion on the map. There is a cool down period for the tele­porters, and you can’t enter at the same time as a team­mate. All tele­porters on the bot­tom floor tele­port between each other, except for the one in the cen­ter of the level, which will trans­port you ran­domly to one of the other floors.


How to Access the Pres­i­den­tial Room and the Pack-a-Punch Machine
Around the level there are five DEFCON switches. Once all five have been acti­vated, you will see a pack-a-punch icon in every tele­porter. Jump into any tele­porter and you will find your­self in the President’s secret room which also con­tains the pack-a-punch machine. There are two win­dows to this room, and you will have a few moments before the front doors to the room open. A huge clus­ter of zom­bies will be wait­ing outside.


The Pen­ta­gon Thief
The pen­ta­gon thief is this maps ver­sion of hell­hounds. He appears first around round 10and peri­od­i­cally there­after. He will chase you down and take whichever weapon you are cur­rently using. Once he steal your weapon, you will be able to chase him and try to kill him. If you kill the Pen­ta­gon thief, you will get your weapon back. Once you kill him, he will not return.


Pen­ta­gon thief tips:


  • Clay­mores! Get behind a line of clay­mores and you will be able to severely crip­ple the thief as he approaches you.

  • Switch to your infe­rior weapon when it looks like he is going to come in for the steal.

  • If you kill him, he will drop a Fire Sale bonus, allow­ing cheap access to the mys­tery box or the pack-a-punch machine.





Four Player Strat­egy: Black Ops Zom­bies “Five”


Accu­mu­late as many points as pos­si­ble in the early rounds. Try to get all of your kills by stab­bing, but put a few pis­tol slugs in the zom­bies first, for extra points. Unlike in Kino der Toten, where it is inad­vis­able to pur­chase any guns early, it is rec­om­mended you buy theMPL of the wall while still in the first area. Usu­ally by around a half­sie at the end of the round, go down­stairs and turn on the power.


Acti­vate all the DEF­CONs before the round starts, then set up camp at the ele­va­tor down the hall.  You no only have one flank to cover.  When you get over­whelmed, sim­ply hop in the tele­porter to trans­port to the secret Pres­i­den­tial room.


In the Pres­i­den­tial room, you will want one per­son per win­dow, and two peo­ple at the open doors out front.  Splash dam­age weapons like the ray gun, winter’s howl, or explo­sives will be use­ful up front as the zom­bies will be clus­tered together.  You should be able to hold out with this arrange­ment for some time, but if you get over­run here as well, you can always hop in the tele­porter again.  How­ever, if you desert the pack-a-punch room, you will have to stay on the move for the rest of the round, as you will be out of good camp­ing spots.  From here on out, you will need to stay coor­di­nated, move together, and communicate.


VARIATION:


Instead of begin­ning the level in the ele­va­tor, tele­port to the pack-a-punch room at the begin­ning of the round.  If you are well armed, you should be fine in here with four players.


Most Impor­tant tips for “Five”


  • Kill the pen­ta­gon thief early!  He only gets more difficult.

  • Don’t get trapped.  If you don’t have the fire­power to clear every zom­bie headed in your direc­tion, RUN!

  • Revive your team­mates.  Throw a mon­key bomb, or have a well-armed team­mate cover you while you revive.

  • Most impor­tantly, COMMUNICATE!  You will be amazed at how far you will make it once your team begins to work in concert.


Alternate Kino Der Toten Guide


You will have the most suc­cess in two player mode on Kino der Toten.  The fol­low­ing strat­egy tips will get you to round 50+.  Be fore­warned that it will take you sev­eral hours to com­plete this many rounds.  So make sure your not doing anything that day, and prepare yourself.

Early Rounds (15)
Main Con­cepts:
Kino der Toten Intro CartoonUnless it’s your first go at Kino der Toten, you should not have any trou­ble sur­viv­ing the early rounds.  That being said, the name of the game early on is points.  You can pop each zom­bie in the torso 6 times in round 1 with­out killing them, then stab them for the kill, giv­ing you 190 points per zombie.
  • Make sure to allow the zom­bies in through the win­dows in rounds 12.  A 2x points or Max Ammo early on will help boost your score.
  • Do not buy any guns in the lobby or in the first room you open.  They are a waste of money and you don’t need them.
  • When the dogs come or before­hand, open the upstairs door and then the door to theMP40 room.  Buy the MP40 to kill the puppies.


Mid­dle Rounds (615)
Main Con­cepts:
The name of the game is still money.  Focus on stab kills, head shots, and auto­matic weapons instead of shot­guns.  Make sure to buy Jug­gernog the sec­ond you can afford it, because it’s just too easy to die with­out it.
  • As soon as each mem­ber of your team can afford Jug­gernog (and prefer­ably, the Bowie knife), open up the stage and turn on the power.
  • The Bowie knife is a one-stab kill on all of the zom­bies until round 10, and a one-stab kill on the crawlers until round 12.  It is fun and good for points to go on a stab­bing spree for a few rounds.
  • Spend most of your time in the the­ater.  You have the most room to move and dodge zom­bies here.


Kino der Toten Map (click to enlarge)
The Loop Method and Zom­bie Spawn Con­trol (Rounds 1530)
Main Con­cepts:
The one secret to suc­cess above all oth­ers in Nazi zom­bies is under­stand­ing how to con­trol the zom­bie pop­u­la­tion.  For any given level, there is a max­i­mum num­ber of zom­bies that can be active in the map at any given time as well as a spe­cific num­ber of total zom­bies to spawn for the entire round.  For exam­ple, in round 40, only 24 zom­bies can be in the map at any­time, and there are about 120 total zom­bies to be killed in this round.  This means that once 24 zom­bies have spawned, no more zom­bies will spawn until you kill at least 1zom­bie.  That’s right, you can lead those zom­bies all over the map, and not a sin­gle new zom­bie will spawn until you kill one.  Kill 1 zom­bie and 1 more will spawn.  Set off a trap to kill them all, and 24 more will spawn.  This will con­tinue until all 120 zom­bies for the level have spawned and died; then, the level will end.
Why is this one piece of info so impor­tant?  Because the way you die in zom­bies is get­ting trapped, flanked, and sur­rounded.  With zom­bies spawn­ing all around you, it is easy to get sur­rounded, but once the zom­bie cap has been reached, you can group the zom­bies together and know where they all are, all the time!  You can now safely lead the pack around the level and dis­patch of them in an open, safe envi­ron­ment (prob­a­bly on the stage).
  • Begin in the cen­ter of the stage.  As the zom­bies begin to pour in, dodge, and run towards the power switch/side door.  Make sure to watch for zom­bies com­ing out of that cor­ner window.
  • Move towards the clay­mores and towards the back-middle of the stage.  The wall to the left is an entry point for gas-crawlers.  Some­times you will have to dodge one or two of those here.
  • As you tra­verse the stage, you will need to look straight ahead to see if there are zom­bies enter­ing from the dress­ing room or win­dow to your left.  Some­times there will be a few.  Plan your path and dodge these accordingly.
  • Round the cor­ner near the dress­ing room and run toward the power switch/side door.  If there are no zom­bies com­ing in through the win­dow, you will be able to turn around and have a nice group of zom­bies to unload your weapon into.  When the zom­bies get close enough to strike you, bail out and repeat the circle.


Late Game (Rounds 3050+)
Main Con­cepts:
As you progress through the 30’s your weapons will grad­u­ally become totally insuf­fi­cient to bring down the zom­bies.  Ray Guns start to take 4 or 5 direct hits to kill a zom­bie.  When you reach the point where your guns are start­ing to feel worth­less, you’re going to have to start using traps exclu­sively to kill the zombies.
  • Per­form the loop on the stage until all or nearly all of the zom­bies for the round have spawned.  Draw the zom­bies down the mid­dle of the the­ater and into the lobby.
  • Cir­cle the level, keep­ing the zom­bie clus­ter behind you, by going upstairs, through theMP40 room, through the dress­ing room and back on stage.
  • Turn around at the places you can fire into a nice line of zom­bies.  Unload your auto­matic weapon into them for a few sec­onds.  At this point, you aren’t try­ing to kill the zom­bies, just accu­mu­late points to pay for traps.
  • Acti­vate the trap in the door­way to the dress­ing room that leads on stage.  DO NOT acti­vate any other traps on your cir­cle.  If you acti­vate a trap early in your cir­cle, you will kill the clus­ter behind you.  As the zom­bies die behind you, new zom­bies will be spawn­ing ahead of you, and you don’t want to be dodg­ing oncom­ing zom­bies in the hall­ways.  Wait till the dress­ing room/stage door­way, and you will never have zom­bies in front of you.
  • Gather them on stage again by run­ning cir­cles, and repeat.
  • When you run out of AMMO, trade in what­ever sleek, upgraded hot­ness you have for theMP40. (I know, it hurts.) DO NOT upgrade the MP40. This MP40 is a profit-machine, not a killing machine.  If you fire into the big groups of zom­bies, you will rack up plenty of points.  Buy the ammo off the wall on each lap you run around the level.
  • If you like, you can throw in some mid-round tele­ports to make the rounds even easier.
  • The thun­der­gun is nice to have, and is the only weapon with a chance of tak­ing a zom­bie down past round 50, but you could per­form this strat­egy to the high rounds with noth­ing but an MP40.