Saturday, August 20, 2011

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.


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