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#11. Posted:
-Star
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this is what i used. got to 22 with 2 kids who were bad and wandered off on their own whenever they wanted something.
#12. Posted:
J2O
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xGATMAN wrote good post, but you do realize you only were at level 18-19 in the video and who knows if you made it to level 30. wow, people post the most STUPID stuff on here. how about you post a video of you at level 30. its really quite easy until you get up to around level 24-25. then its tough. and yes, there is NOTHING after the death machine . peace
So you'd rather see a very unorganized method of how to do it rather then one simple and easy to understand method of doing it? This round shows exactly what to do, with an insta-kill drop and nothing stupid going on.
#13. Posted:
crymez
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yeah I think most people are starting to catch on to this strategy, even the kids in randoms who have no idea what theyre doing. But the mistake everyone always seems to make is opening up the gate across from the stairs. It pisses me off when you constantly have to tell them to just go around to get back to the building instead of opening that gate, yet they still do. It's open in the video too but trust me, it's better for it to stay closed. In the later rounds when things get dicey, you're gonna need to hop on the lander and run upstairs to the lander by speed cola. With the gate open, the zombies have access to the stairs and can cut you off, instead of having to go around and stay behind you if the gate were closed. Rounds 30+ you're gonna need to alternate going back and forth on the landers from the flopper and then speed, hitting the turret trap on the way back to the flopper. I find this strategy to work the best and have clutched or had teammates clutch rounds without ammo just going back and forth getting points with guns off the wall and killing the zombs with the turret and landers.

edit: also forgot to add one of the best benefits of doing this, if anyone is downed, juggernog and speed cola are easily accesible and on the path you take to get upstairs to the top lander.

the achilles heel of this strategy is the monkey rounds, as you have to take the long way around to get to juggernog and speed (the only two perks I really think are worth protecting, maybe stamina if you have the man-power) but with an experienced team and being somewhat able to predict rounds that the monkeys come (give or take a round), it's easy to station two people in the centrifuge room to be ready to run up for the monkeys. If it's zombies all you have to do is call them over on the lander and you're ready to go.
#14. Posted:
J2O
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crymez wrote yeah I think most people are starting to catch on to this strategy, even the kids in randoms who have no idea what theyre doing. But the mistake everyone always seems to make is opening up the gate across from the stairs. It pisses me off when you constantly have to tell them to just go around to get back to the building instead of opening that gate, yet they still do. It's open in the video too but trust me, it's better for it to stay closed. In the later rounds when things get dicey, you're gonna need to hop on the lander and run upstairs to the lander by speed cola. With the gate open, the zombies have access to the stairs and can cut you off, instead of having to go around and stay behind you if the gate were closed. Rounds 30+ you're gonna need to alternate going back and forth on the landers from the flopper and then speed, hitting the turret trap on the way back to the flopper. I find this strategy to work the best and have clutched or had teammates clutch rounds without ammo just going back and forth getting points with guns off the wall and killing the zombs with the turret and landers.

edit: also forgot to add one of the best benefits of doing this, if anyone is downed, juggernog and speed cola are easily accesible and on the path you take to get upstairs to the top lander.

the achilles heel of this strategy is the monkey rounds, as you have to take the long way around to get to juggernog and speed (the only two perks I really think are worth protecting, maybe stamina if you have the man-power) but with an experienced team and being somewhat able to predict rounds that the monkeys come (give or take a round), it's easy to station two people in the centrifuge room to be ready to run up for the monkeys. If it's zombies all you have to do is call them over on the lander and you're ready to go.


Cheers for the advice mate, bout to start another attempt and we'll use this ;)
#15. Posted:
crymez
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no prob. if you have a spot open im more than willing to join
#16. Posted:
Cmarshhh
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Im going to try thiss!
#17. Posted:
J2O
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crymez wrote no prob. if you have a spot open im more than willing to join


Sorry man I always have a 4 man normally, got a lot of my friends who like to play zombies.
#18. Posted:
default159
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crymez wrote yeah I think most people are starting to catch on to this strategy, even the kids in randoms who have no idea what theyre doing. But the mistake everyone always seems to make is opening up the gate across from the stairs. It pisses me off when you constantly have to tell them to just go around to get back to the building instead of opening that gate, yet they still do. It's open in the video too but trust me, it's better for it to stay closed. In the later rounds when things get dicey, you're gonna need to hop on the lander and run upstairs to the lander by speed cola. With the gate open, the zombies have access to the stairs and can cut you off, instead of having to go around and stay behind you if the gate were closed. Rounds 30+ you're gonna need to alternate going back and forth on the landers from the flopper and then speed, hitting the turret trap on the way back to the flopper. I find this strategy to work the best and have clutched or had teammates clutch rounds without ammo just going back and forth getting points with guns off the wall and killing the zombs with the turret and landers.

edit: also forgot to add one of the best benefits of doing this, if anyone is downed, juggernog and speed cola are easily accesible and on the path you take to get upstairs to the top lander.

the achilles heel of this strategy is the monkey rounds, as you have to take the long way around to get to juggernog and speed (the only two perks I really think are worth protecting, maybe stamina if you have the man-power) but with an experienced team and being somewhat able to predict rounds that the monkeys come (give or take a round), it's easy to station two people in the centrifuge room to be ready to run up for the monkeys. If it's zombies all you have to do is call them over on the lander and you're ready to go.


Great post, I play almost the same way... the only differences with me is that I do not buy turrets unless I NEED to (since I feel it is a waste of points, as zombies aren't too overwhelming until you're nearing round 30) (EDIT: I realize now that you said turrets at 30+)also Jug & Flop are my main priorities (Flop is extremely helpful at the stair case, it saves A LOT of ammo and kills large groups at once)
Other than that, the only suggestions I can add to the OP is: the two people at the windows should buy the sickle as soon as possible, and only use that (unless you absolutely need to use your gun). When I play, the window watchers are the ones that keep crawlers. When you start to notice that the round is coming to an end, have a window guy toss a grenade inside to make them crawlers (only 3 zombies can break the window at a time) if you toss a grenade while 3 are there, only the crawlers will take off the boards, and any more zombies that come will literally just stand in the back waiting (very useful, because crawlers can't hit you), eventually the ones in the back will leave and come back through a different window.
Lastly, when insta-kill is on, like you said, it's best for the window guys to take all the kills, but try to use your knife as much as possible... the people at the windows want to keep as much ammo as possible, because they will have to swap out when the guys at the stairs run out of ammo... (side note: when there is a max ammo, throw out black holes first, that helps a lot)
You should also keep the lander at that point as a back up (remember that you can kill very large groups if you use it while zombies are all around you)

hope this was useful
#19. Posted:
J2O
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I'll be uploading another guide soon on Round 25+, which is very useful and can be done 1-4 man, as the current method isn't too effective unless everyone has super good guns + get lucky with max ammo.
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