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#11. Posted:
-BOSS-
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MrFunEGUY wrote You forgot the power-up that makes the mystery-box 10 points. It has a "$" symbol on it.
I just added it and to WQ0_isNOT_OG, this post is longer and has better detail and more information
#12. Posted:
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I just updated!!!!!!!!!!!
#13. Posted:
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this need to be sticked ;)
#14. Posted:
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holy crap updated nice bro
#15. Posted:
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Nice Thanked Topic should be sticky

-SASXxXRoach
#16. Posted:
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2 New Glitches Updated
#17. Posted:
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This Should be sticky
#18. Posted:
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-ABNPOISON- wrote This Should be sticky
I think so to........
#19. Posted:
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Nice topic dude really helped me out this should definitely be stickied plus repped and thanked

:xmas: Happy Holidays! :xmas:


:xmas: Happy Holidays! :xmas:


:xmas: Happy Holidays! :xmas:
#20. Posted:
DylanBarrera
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-BOSS- wrote There are 3 "Maps" to Zombie Mode in Call of Duty: Black Ops. They are Kino der Toten, Five, and Dead Ops Arcade. Kino der Toten is available from the very beginning of the game, Five is unlocked by defeating the single player campaign, and Dead Ops Arcade is a secret map that can be found by clicking here.

The guide below will be constantly upgraded, with strategies for each round coming in the later week. Have fun and let's beat the sh** out of some Zombies!

Oh, and before we forget, we encourage community involvement and hope you list your findings in the comment box below. Have a great strategy you'd like to share? Let us know!


General Strategies
Perks
Mystery Box Weapons
Special Power-Ups (random drops)
Pack-a-Punch Weapon Upgrades


Maps (all can be unlocked with a code, click here to learn how)
Kino der Toten
Five
Dead Ops Arcade (learn how to unlock by clicking here
)

General Strategies


Killin' Zombies is all about saving up enough money to move on to the next area. It's also about killin' zombies, but that's obvious.

Each kill on a Zombie gives you a certain amount of cashola, which you can then use to purchase and upgrade weapons, open doors, use mystery boxes, and so on. Here's the breakdown of each kill:

Any Zombie- non-lethal hit: 10 Points
Any Zombie- lethal hit: 50-60 Points
Any Zombie- lethal headshot: 100 Points
Any Zombie- non-lethal melee: 10 Points
Any Zombie- lethal melee: 130 Points
Gas Zombie- same
Hellhound Hit- 10 Points
Hellhound Kill- 60-100 Points

Keep in mind that Zombies gain strength and health as you progress through rounds. In the first few rounds, use melee as much as possible (especially when they are behind barriers). Since they are weaker, gaining easy points this way is almost necessary. Also, your pistol in the first few rounds isn't as useless as you think. Aim for the head and get some points. Remember, even non-lethal hits are worth 10 points.

YOU ABSOLUTELY NEED TO LEAVE TWO ZOMBIES ALIVE AT THE END OF EACH ROUND. Why 2 you ask? Well, because in this version of Nazi Zombies, the remaining Zombie goes berserk, coming at your like a Spider Monkey. If you leave two alive, this won't happen. Yeah that's right, I'm smart. By leaving some alive at the end of the round, you give yourself a chance to repair all the barriers, reload your ammo, figure out a plan, and most likely not die in the coming wave.

Some people have noted that you can simply grenade the last zombie (it blows it's legs off, turning it into a crawler). While I agree with this, it wastes a grenade and leaving two alive is a whole lot easier. Either strategy works though!

The other little trick is to let them take down the barriers in the first few rounds. Sounds stupid I know, but repairing barricades gives your points. Here's the breakdown:

10 Points per board
60 Points for a complete repair

There's a cap on each round however:

Round 1: 40 Points
Round 2: 90 Points
Round 3: 140 Points
Round 4: 140 Points

The weapons hanging around on the wall aren't going to be able to hold up long enough for you to survive longer than a dozen rounds or so. I know it can be done, so don't comment about how cool you are for getting to round whatever without the Mystery Box. For those of us out there who aren't completely badass, the Mystery Box is going to be your ticket to the higher rounds.
So remember to take advantage of this, as it adds up quickly! Leave two Zombies alive!!!

Perks

Every map has Perks hidden within them. You can buy them in vending machines, and they give you... well, Perks. Simple enough I s'pose.

Quick Revive:

$500 Solo/$1500 Co-Op
In solo mode, when you get downed, you get revived (limit 3).
In Co-Op Mode, it allows you to revive a down partner a lot quicker than if you didn't have one.

Pack-A-Punch
$5000
It's a weapon upgrade. Use it on a normal weapon and it morphs into a super awesome one!!! Ahhh!!!

Jugger-Nog
$2500
You'll absolutely need this if you want to succeed solo (but come on, just get some friends already). It lets you run past Zombies and still survive if you are hit a couple of times. Something that won't happen without it.

Double Tap Root Beer
$2000
This speeds up your gun's rate of fire (the opposite effect of alcohol)

Speed Cola
$3000
After you turn the power on, head for this upgrade asap. It reduces your reload time by half, and after the power is on, the zombies go crazy...er.

Mystery Box Weapons

You'll want to open up the Mystery Box in the later rounds. Some people say somewhere near rounds 8 or 9, I say more like around 11 or 12. Thing is, the Mystery Box packs some serious firepower, so when you have enough money saved up, don't be afraid to use it. Just be aware you may end up with a piece of crap weapon! Here's the complete list of weapons you can find in it:

FN FAL
Crossbow with explosive arrow
RPK
CZ75 Famas HS10
Thunder Gun
Dargunov Ray Gun
Cymbal Monkey
HK21 Freeze Ray (Five map)
Spectre China Lake
M72 LAW
Python Galil AUG
G11 Ballistic Knife

SPAS Commando

Special Power-Ups (random drops)

During the game there will be instances where killing a Zombie will ellicit a random power-up drop. These last for a short amount of time, and while you may be tempted to just use them all willy-nilly, there is a lot of strategy to some of these. Also keep in mind that these power-ups can be stacked on top of one another. My favorite one is definitely Double Points plus Instakill.

FIRE SALE
Is a powerup that Zombies drop that makes every mystery box 10$. The symbol of the powerup is a dollar sign.

NUKE
This one is easy enough. It's a giant golden, floating bomb, and when you use it all zombies on the map explode. This won't however end the round, unless all the zombies are readily available for ultimate death. The best strategy I have found with this is to try to use it towards the end of the round, or at least when there are a lot of zombies around. It will be tempting to grab it immediately, but take a step back and survey the landscape. Nothing pisses me off more than when someone uses it when there is one freaking zombie on the map!

CARPENTER
This one repairs all the barricades. It's a giant floating, golden hammer. While it does give you 200 points, it's a whole lot less than if you were to repair them all manually. Nonetheless, this is a great power-up to use immediately, especially if you are under attack by a horde of flesh-eating freakbags.

INSTAKILL
If you see a golden skull in front of you, that's an Instakill. When you use it, all zombies become one-hit kills. Key strategy here is to pull out your knife or pistol, and go to town! DO NOT WASTE YOUR MAIN WEAPONS AMMO when an Instakill is activated. This is the perfect opportunity to get a grasp on the wave.

DOUBLE POINTS
See that floating "X2" symbol? No, that's not a reference to the second X-Men movie, it's a double points power-up, and it does just that. In other words, a hit that usually gives you 10 points now gives you 20. Easy enough right? Such an amazing power-up due to the fact that your points accumulate so much faster, allowing you to open doors, purchase weapons, set traps, and whatever else you need money for a lot faster.

MAX AMMO
From what I have noticed, this is the most common power-up you will see. When you activate it, your ammo will refill. If you are all using a headset (which you should be), make sure to tell everyone to reload right before you pick this up.

One huge advantage to this power-up is that it refills your Mystery Box Weapons. This is the only way to do this, making this power-up one of the most important ones.

DEATH MACHINE
This is only available in the "Five" map (although rumors claim it will be available on the DLC maps soon). The Death Machine is a giant minigun you can use for a short period of time. It's just a whole lot of badass.


Pack-a-Punch Weapon Upgrades

Source
Ppsh => The Reaper:
-Larger clips
-More ammo
-Fires faster

Ray Gun => Porters X2 Ray Gun:
-No splash damage
-Fires red rays instead of green rays
-Larger ammo clip
-More damage

Colt 45 => C-3000 b1at-ch35:
-Fires explosive rounds

Shotgun => Gut Shot:
-Reloads two shells at a time
-Larger clip
-More damage

STG-44 => Spatz-447 +:
-Larger clips
-More ammo
-Fires faster
-More damage

Thompson => Gibs-o-matic:
-Larger clips
-More ammo
-Fires faster
-More damage

Wunderwaffe DG-2 => Wunderwaffe DG-3 JZ:
-Now has 6 rounds in a clip, with a total of 30 rounds
-Shoots orange electricity
-It can kill you!

M2 Flamethrower => FIW Nitrogen cooled:
-Takes longer to overheat
-More damage

M1A1 Carbine => Widdershins RC-1:
-Becomes automatic
-Larger ammo clip
-More damage

Shotgun Double Barreled => 24 Bore long range:
Increased Range
Increased Damage

FG42 => 420 Impeller:
Larger ammo clip
Increased Damage

Gewehr43 = > G115 Compressor:
Increased Damage
Increased Ammo clip

M1Garand => M1000:
Increased Damage
Increased Ammo

MG42 => Barracuda FU-A11:
-More ammo
-More damage
-Shoots faster?

MP40 => The Afterburner:
-Larger ammo clip
-More damage

.357 Magnum => .357 Plus 1 K1L-u:
Increased Damage

Type 100 => 1001 Samurais:
-Larger ammo clip
-More damage

Type 99 => The Eviscerator:
Not discovered yet

Panzerschrek => Longinus:
-Shoots 4 rockets steady.

PTRS-41 => The Penetrator:
-Larger ammo clip
-More damage
-Shoots red

Kar98k => Armageddon:
Larger ammo clip
Increased damage





There is also a map in every room indicating the position of the random box (mystery box) in each room. Once you have the power on, the map will show you the room that the random box is currently in.

Also traps are very helpful when you have a mob following you. They look like red electrical boxes and are available after the power has been turned on.


Kino der Toten
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The first goal you need to have while playing this map is to make it to the power switch. If you can restore the power, you'll unlock the teleporter, the perk machines, the Mystery Box, a few traps, and ultimately allow yourself a lot more freedom of movement.


But how do I turn on the power?

[spoil]Let me explain: You first have to make it through the cinema to the backstage. You can get to the backstage area by either taking the path to the right, or the path to the left. If you decide to take the path to the left, you can pick up an AK74U, access a Mystery Box, and also buy the MPL. The path to the right has the PM63, the MP40, and a Speed Cola. You decide which way you'll go, the most important thing is to get to the power.


Once you get to the backstage of the Theater, the power is located on the southwest portion of this (by the M16). You'll see the curtains on the stage raise, letting you know you have been successful. Also, the front doors of the theater room open up, creating a full open loop of this level.

Important note: It seems like turning on the power unlocks Gas Zombies... and these mother effer's aren't easy. Be aware of this.

How do I turn the Teleporter on?

You have to initiate the link in order to turn the Teleporter on. This is found in the backstage area as well, near the power switch and M16. Hold down the corresponding button until you hear a "click", then head back to the beginning of the level (the Lobby) to use the Teleporter. You'll have to stand on that weird looking platform and interact with it again to make it fully turned on. Once you do this, head back to the Theater Room to be transported to the projection room.

The Teleporter is on, but I'm confused...

The main use of the Teleporter is to transport you to the projection room. You'll find the Pack-a-Punch upgrade kiosk in this room. The most badass aspect of the projector room is the view of the zombies below. You can just sit up there and pick them off one by one, while collecting grenades off the wall and upgrading your weapons. Problem is, this only lasts for about 30 seconds. Also important to note that any zombies in the Teleporter when you use it will die instantly. Use it to your advantage!


What the hell is a Pack-a-Punch room?

Good question Roger. The Pack-a-Punch room is has a Pack-a-Punch Machine in it that upgrades your weapons. There will also be ammunition and a few pick-ups you can grab.

When do the Hellhounds show up?

They begin to show up after the 5th wave. They seem to come back every 5th round, although we have seen them only four rounds away a few times.

Best advice here is to find a corner, strap on your Shotgun, and blast away at their heads. If you are playing with a buddy, try to huddle up in opposite corners, so that you can cover each other while you are reloading.



a pretty fun thing to do turn on the auto turret in the theatre let it do some damage then teleport to the pack a punch room and ready a monkey bomb press and hold your throw button don't release until you are about to teleport out (it does it automatically after about 30 seconds ) and throw it out the window toward the stage when you arrive back at the lobby run to the theatre doors and turn on the electric barrier then take a jog back around the loop to the stage


Five (unlocked by beating the single player campaign)
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This is the Zombie map that takes place in the Pentagon. There are three floors to be explored, the briefing room (top floor), the war room (second floor), and the basement (obviously the bottom floor).

Much like Kino der Toten, there is a power switch that you are strongly advised to turn on.














Where is the power switch in "Five"?

Calm down, I'm getting to that. It's located on the basement level, and is a whole lot easier to get to than the one in Kino der Toten. From the start of the level, open the door to the right ($750) then head to the elevator and go down ($250). Once you're in the War Room (you start the level in the briefing room), find your way to the elevator by clearing the debris ($2000) and take the elevator down once again ($250).

We were able to unlock all of this by round 3 one time, but it's fairly easy and a lot more common by round 4. When you turn the power on in this level, you unlock all the perk machines, unlock the ability to set the Def Con level in the war room, and also turn on all the Teleporters.

Once again, how do I turn on the Teleporters?

These teleporters aren't like the ones in Kino der Toten, and can be used as soon as they are activated via the power switch.


You mentioned the ability to set the Def Con level. Is that like Def Jam?

No. Don't be an ass. When you turn the power on you can go into the war room and set the Def Con level. What this essentially means is that when you get it to Def Con Level 5, you unlock the Pack-a-Punch room. In order to do this, you'll need to activate all four switches in the war room (3 of them are near the Jugger Nog, while the fourth is across the map from all of them). Once they are all activated, all the Teleports will lead to the Pack-a-Punch room.

What the hell is a Pack-a-Punch room?

Good question Roger. The Pack-a-Punch room is has a Pack-a-Punch Machine in it that upgrades your weapons. There will also be ammunition and a few pick-ups you can grab.

Who the hell is this scientist-looking douche that keeps stealing all my sh**?!

Yeah, so he found you. He's what the game calls the "Pentagon Tech", and his sole purpose is to steal all your weapons. He shows up after you turn the power on. Don't freak out though, because he can be killed (there's even an Achievement/Trophy for doing it). Read carefully below for the best way to do this:
Keep in mind that the Pentagon Tech's hit points definitely increase as the rounds go on, and the more people you have in your party also means he has more health.
Claymores are your friend when trying to take this **** down. Place them in large groups in areas you know he is headed, as they will cause a ton of damage this way, while slowing him down.
Rather than trying to reload, just keep two weapons fully stocked for when he comes after you.
Just like every other enemy in any mode in any game ever, aim for his head. It will take off a lot more damage.
If he grabs your first weapon, chase him with your second. Notice he is slowing down? That means he is injured. Don't let up!
I had the MPL with the M16 as a backup weapon and was able to kill him in round six (with a buddy of course). Regardless, this can be done. Just load up on Claymores, have full ammo clips, and get ready to kick some ass!

What is that red trap piece piece?


It's the missing piece for the metal detectors in the first floor. The metal detectors or x ray machine turns into a trap. it cost 1,000 to turn on/




(Rack up up as many points in the first few rounds. keep a "crawler" alive by blowing off his legs with a grenade. clear the debris by the elevator and go down to the war room. clear the debris to get to the lower level of the war room. unlock the elevator to go down to the basement. turn the power on and look for the mystery box in one of the rooms. look through the windows when you're looking for the mystery box so you won't waste money unlocking doors. go back up to the war room and hit the def con levers on the wall. hit all four to get to def con 5. kill the "crawler" before you hit the last lever then go through the teleporter in the center of the room. the teleporter will take you to a small room where all you have to do is cover 2 windows and the main entrance. 1 or 2 cover the windows, 2 or 3 cover the main entrance. the doors in the main entrance hall way will stay closed until the def con security resets. when it resets most of the zombies will come pouring in through the main entrance. spray them down and collect points. keep another "crawler" alive and go down to the basement to gather more weapons. go back up the war room and repeat the whole def con process again. see how many rounds you can go. I've done this for 15 rounds and it seems to work even better with good teammates. )


(By the way, might want to add that the Pentagon Tech only turns up ONCE you turn the power on in "Five". )

So by all means give yourself a few rounds without the power switched on, and i wouldnt switch on the power until your ready to pack-a-punch a weapon anyway. Because you wont really need the teleporters until that point.

Best technique on 5 is to sit in the downstairs lift with a friend, all the zombies (apart from 1 barricade) are in front of you. So pray for a heavy weapon out of the box and start shooting some zombie **** as they run like hell at you. Guess what, if its getting too much for you, hit the call button.. Up goes the lift, giving you time to reload and get ready to fight the horde when the lift reaches the top.

Other things i havent seen you mention are the power ups. Obviously insta-kill, the bomb and max ammo being obvious ones. But if you didnt get the upgrade for WaW then you wont know about the hammer or the sale powerups.

Quick thing on both. Sale reduces the cost of the mystery box down to 10POINTS A GO, it also spwans the box in all the available places. So when you get a sale. Run like hell to the nearest box and start spending!

Hammer. This seems obvious now and probably is to others, but i didnt know straight off. Hammer repairs all the entrances the zombies use. Grab a hammer powerup and it will give you a bit of a restbite while the zombies break through all the barriers again. It also gives you an extra load of points (200 or so) because all the windows have been repaired.


Dead Ops Arcade

There's really not a whole lot to talk about when it comes to Dead Ops Arcade. There are 40 levels, with special rounds every once in a while and a chance to choose your path every fourth level.

The best strategy here is to just keep moving. Hold on to your bombs and speed boosts until you absolutely need them.


Secret Zombie Powerup Glitch
1. Get atleast 3 people in a zombie match.
2. One person to lay in a corner
3. Another player dive into the player in the corner
4. You should both be downed
5. You should here a little girl Laugh
6. Now get the other player to revive you and you will get many more powerups


3 Gun Glitch
1. Start Up a game with at least 3 players
2. Have 2 Players Down themselves right next to each other
3. Pick one up then immediately pick up the other one(make sure you already have 2 guns)
4. Either Buy a Gun of the wall or in the Mystery Box
5. Can be done on both maps(kino Der Untoten and Five)


How to get zombie achievments


How to get in Pack-A-Punch Room
[img]http://www.youtube.com/watch?v=8nqZ49pu-X4&feature=player_embedded[/img]


How to unlock "Five" and "Dead Ops"
[img]http://www.youtube.com/watch?v=WZGbDULVGMQ&feature=player_embedded[/img]


New "FIVE" Rail Glitch



Double Tap Glitch




Top of computer on "FIVE"



How to shoot while reviving

After a player gets down revive them but tap Y and you will be able to shoot


Thank And +Rep Please!!!!!!


nice post there keep it up
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