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Zombies is srs bsns. Aroooooo!<br/><br/> _____ _ <br/><br/> | ___(_) <br/><br/> | |__ ___ _____ <br/><br/> | __|| \ \ / / _ \<br/><br/> | | | |\ V / __/<br/><br/> |_| |_| \_/ \___|<br/><br/>To quickly navigate to the section you want copy the code next to the section <br/><br/>title in the contents below (ie '' for the 'Teleporters, Defcon & The<br/><br/>Pack-A-Punch Machine' section), press ctrl+F (or cmd+F for Mac) and paste it.<br/><br/> Intro <br/><br/> The Basics of Zombies <br/><br/> Weapons <br/><br/> -Pack-a-Punch Effects<br/><br/> -Things Worth Noting<br/><br/> Perks <br/><br/> Drops <br/><br/> Teleporters, Defcon & The Pack-A-Punch Machine <br/><br/> The Box <br/><br/> The Pentagon Thief <br/><br/> General Tips <br/><br/> Strategy <br/><br/> -Rounds 1-4 (getting points efficiently)<br/><br/> -Rounds 5-9 (defending the upper platform)<br/><br/> -Rounds 10-? Strategy 1 (defending from the elevator)<br/><br/> -Rounds 10-? Strategy 2 (defending from the PaP room)<br/><br/> Easter Eggs <br/><br/> -Theme Song<br/><br/> -Fixing The Traps<br/><br/> -Portraits<br/><br/> -Richtofen?!<br/><br/> -Leapfrog<br/><br/> Everything Else (contact me, legal, updates etc) <br/><br/> -----------<br/><br/> Intro <br/><br/> -----------<br/><br/>Five is a much more stand-alone map compared to the others that follow Dempsey<br/><br/>and co. cleaning up Group 935's mess, there's no focus on hidden story, the<br/><br/>concept of it is just hilarious and fun. If you're new to Zombies it can be a<br/><br/>little intimidating at first but once you've got the basics down and you've<br/><br/>learnt about upgrading weapons and all the other features of each map it can be<br/><br/>one of the most fun co-op experiences in an FPS (imo), so explore for yourself,<br/><br/>try out all the weapons, try coming up with your own strategies and have fun<br/><br/>hammering zombags.<br/><br/> ---------------------------<br/><br/> The Basics of Zombies <br/><br/> ---------------------------<br/><br/> * Objective<br/><br/>The main objective is to survive as long as possible - that's all. Zombies come<br/><br/>in waves, or rather rounds, the more rounds you can survive the better, during<br/><br/>each round a number of zombies will come in from various points of entry. As<br/><br/>rounds pass the number of zombies per round will increase.<br/><br/> * HP<br/><br/>As rounds pass zombie health will increase and they'll become more aggressive,<br/><br/>their attacks don't actually increase in damage but zombies become faster and<br/><br/>later in the game their attacks will soon look more like E. Honda's hundred<br/><br/>hand slap compared to the tickle they try to give you in the opening rounds.<br/><br/>Generally without the Juggernog perk you'll go down in two hits, with it<br/><br/>you'll go down in about five, your health regenerates quite quickly though.<br/><br/>Check the perks section if you're unfailliar with them.<br/><br/>If you take too much damage you'll be downed, in this time you'll be on the<br/><br/>ground with either your sidearm (if you have a pistol type weapon) or the<br/><br/>M1911 pistol if you don't have one , you'll lose a minor amount of points for<br/><br/>going down and you'll lose any perks you had but if your teammates can get to<br/><br/>you quickly enough and revive you then you can carry on, otherwise you'll<br/><br/>bleed out, disappear and come back at the start of the next round with just<br/><br/>the M1911 (and the Bowie Knife if you bought it).<br/><br/> * Points of Entry<br/><br/>Zombies will come in from many entry points including windows, not strictly<br/><br/>actual windows but an entry point which you can board up to slow down the<br/><br/>incoming wave of zombies and make a few points too, they can also break<br/><br/>through certain parts of certain walls too which you can also board up. Each<br/><br/>board you repair a window with will get you 10 points (unless you have a 2x<br/><br/>drop, drops are detailed in the drops section of this guide) but you will<br/><br/>only be able to repair a certain number of boards before repairing stops<br/><br/>giving you points, however the amount of points you are able to get for<br/><br/>repairing grows as each round passes.<br/><br/> * Making Points<br/><br/>Every time you damage a zombie, kill a zombie, repair a window, revive a<br/><br/>downed ally or get a Bomb or Carpenter you gain points, seeing as you get 10<br/><br/>points for every hit you land on a zombie without killing it, a kill with a<br/><br/>shot to the body is worth 50 points, a headshot kill is worth 100 points and<br/><br/>a knife kill is worth 130 points, grenade kills are worth 50 per zombie, you<br/><br/>should utilise that info to make as many points as possible early on, for<br/><br/>example early on you can let zombies in then shoot one 8 times in the leg<br/><br/>and then finish him off with your knife,="210," so you'd get 210<br/><br/>points per zombie as opposed to just putting five in the chest. Later though<br/><br/>as zombies take more damage to die and come in greater numbers knifing isn't<br/><br/>an option unless you have the Insta-kill drop, so headshots become better<br/><br/>for making points.<br/><br/> * Spending Points<br/><br/>There are several things you can spend your points on, you can buy your way<br/><br/>through doors or other obstacles into the next parts of the map, you can buy<br/><br/>weapons off the wall and buy ammo for them where you bought them (off the wall,<br/><br/>where you see the white chalk outline of the weapon), you can use the box to<br/><br/>gamble for a stronger weapon (check the section on the box for more details),<br/><br/>you can Pack-a-Punch to upgrade your weapons (check the Teleporters, Defcon &<br/><br/>Pack-A-Punch section for more details) or you can use traps like electric<br/><br/>barriers that will kill any zombie that walks through it.<br/><br/> * Exploring the Map<br/><br/>For any Zombies map the best way to explore is to keep a crawler, this way you<br/><br/>don't have to worry about getting killed while having a look around. A crawler<br/><br/>is a zombie whose leg(s) you have blown off with a grenade, Monkey or well<br/><br/>placed Ray Gun shot to the shin. There are doors and obstacles you can buy your<br/><br/>way past with points you have earned, typically these will always cost either<br/><br/>750, 1,000 or 1,250 points, Five has three floors you can travel between and<br/><br/>use of the elevator will cost 250 points each time.<br/><br/> * Zombie Etiquette<br/><br/>This is hella important, especially if you're playing online with random people<br/><br/>you've been put into a game with.<br/><br/>Early on before you start opening up doors STICK TO YOUR OWN WINDOW. Everyone<br/><br/>needs to make points early on to get their first weapon, otherwise they'll<br/><br/>be screwed when it comes to making points or staying alive later on. Generally<br/><br/>people will shout at you and call you names online if you thieve kills early<br/><br/>on, it's frustrating playing with people who thieve kills at this stage of the<br/><br/>game and it's obvious that with such a player you won't get far. Besides, later<br/><br/>on you'll have many, many hundreds of kills, and it's not even a competitive<br/><br/>game anyway.<br/><br/>When it comes to opening up new areas of the map generally the person with the<br/><br/>most points should be paying the way, unless they have crappy or no weapons and<br/><br/>need to spend their funds on weapons when you get through to the next area if<br/><br/>someone else is in a better position to spend the points getting there.<br/><br/>Communication is vital to surviving as long as possible, making and keeping a<br/><br/>crawler, covering each other and taking care of the Pentagon Thief are all a<br/><br/>lot easier with good communication.<br/><br/> -------------<br/><br/> Weapons <br/><br/> -------------<br/><br/>The best weapons are easily the superweapons, in the case of Five this means<br/><br/>Winter's Howl (the freeze gun), the Ray Gun and Monkeys. Shotguns are crappy<br/><br/>for making points and have a slow reload time if they aren't Pack-a-Punched,<br/><br/>SMGs are useful early on for racking up points while zombies are still weak,<br/><br/>assault rifles are generally useful throughout the mid-rounds and the LMGs (the<br/><br/>RPK and HK21) are great for racking up points and tearing through zombies, so<br/><br/>basically by definition of what type of firearm it is I'd generally go in that<br/><br/>order from least useful to most. The Ballistic Knife is useful for points<br/><br/>early on but quickly becomes a waste of a weapon slot, and although the<br/><br/>Pack-a-Punched Crossbow can be useful to distract zombies it has a low ammo<br/><br/>count and slow reload time.<br/><br/> * Pack-a-Punch Effects<br/><br/>As a future reference many players abbreviate Pack-a-Punch to 'PaP' and I <br/><br/>will do this at some points throughout this guide.<br/><br/>Generally most PaP'd guns feature larger magazines, higher ammo capacity and <br/><br/>deal more damage, some may also have a slight increase to their rate of fire,<br/><br/>that and they shoot prettier colours and have a cool new look. Here I will<br/><br/>list the effects of PaP'ing each gun without going into much detail so you<br/><br/>have a general idea of what you get (people have listed stats on sites online,<br/><br/>if you're interested try Googling to find them, DenKirson is good for weapon<br/><br/>stats).<br/><br/> AK74u => AK74fu2<br/><br/> - Increased damage, gets a custom red dot (well, red dot-like) sight,<br/><br/> decreased recoil, double magazine size, holds a bit more spare ammo.<br/><br/> Aug => AUG-50M3<br/><br/> - Increased damage, adds a Masterkey attachment (shotgun, with 6 shells<br/><br/> loaded and 30 spare), increased rate of fire, about 1.4x extra spare ammo.<br/><br/> Ballistic Knife => The Krauss Refibrillator<br/><br/> - Increased damage, now holds 9 spare blades, shooting a downed ally with<br/><br/> it will revive them (instant revival upon being hit).<br/><br/> Commando => Predator<br/><br/> - Increased damage, gets daul mags (every other time you reload it reloads<br/><br/> about twice as fast), increased rate of fire, each mag holds an extra 10<br/><br/> rounds.<br/><br/> Crossbow => The Awful Lawton<br/><br/> - Increased damage, now the rounds fired will attract zombies (just like<br/><br/> Monkeys, though these explosive bolts explode a little sooner).<br/><br/> China Lake => China Beach<br/><br/> - Increased damage, faster reload speed (the reload animation only<br/><br/> requires reloading one grenade and 5 will be loaded), holds 5 rounds,<br/><br/> double spare ammo.<br/><br/> CZ75 => Calamity<br/><br/> - Increased damage, becomes full automatic, each mag holds an extra 5<br/><br/> rounds.<br/><br/> CZ75 Dual Wield => Calamity & Jane<br/><br/> - Increased damage, both fire full-auto, both have 20 round mags, 0.5x<br/><br/> more spare ammo.<br/><br/> Dragunov => D115 Disassembler<br/><br/> - Increased damage, scope now has variable zoom.<br/><br/> Famas => G16-GL35<br/><br/> - Gets a custom red dot sight, increased damage, each mag holds 1.5x more<br/><br/> ammo.<br/><br/> FN FAL => EPC WN<br/><br/> - Increased damage, gets a custom red dot sight, fires in 3-round bursts,<br/><br/> each mag holds 1.5x more ammo, double spare ammo.<br/><br/> G11 => G115 Generator<br/><br/> - Increased damage, fully automatic, scope has no sway any more.<br/><br/> Galil => Lamentation<br/><br/> - Increased damage, gets a custom red dot sight, almost double spare ammo.<br/><br/> HK21 => H115 Oscillator<br/><br/> - Increased damage, each mag holds 25 more rounds, now has a whopping 750<br/><br/> spare ammo.<br/><br/> HS10 => Typhoid & Mary<br/><br/> - Increased damage, becomes dual HS-10s, both reload faster, each holds a<br/><br/> couple more rounds than the regular HS-10 and spare ammo becomes a little<br/><br/> more than doubled.<br/><br/> L96A1 => L115 Isolator<br/><br/> - Increased damage, scope now has variable zoom.<br/><br/> M14 => Mnesia<br/><br/> - Increased damage, gets a grip attachment (reduces recoil), ammo per mag<br/><br/> doubled, spare ammo roughly doubled.<br/><br/> M16 => Skullcrusher<br/><br/> - Increased damage, gets an underbarrel grenade launcher (has 9 grenades),<br/><br/> becomes full-auto.<br/><br/> M1911 => Mustang & Sally<br/><br/> - Becomes dual pistols that fire grenades semi-automatically.<br/><br/> M72 LAW => M72 Anarchy<br/><br/> - Increased damage, now holds 10 rockets at once firing semi-auto with<br/><br/> double spare ammo.<br/><br/> MPL => MPL-LF<br/><br/> - Gets a custom red dot sight, ammo per mag close to doubled, spare ammo<br/><br/> roughly doubled.<br/><br/> Olympia => Hades<br/><br/> - Increased damage, sets enemies on fire (like the Dragon's Breath SPAS<br/><br/> in the campaign), reloads a bit quicker, spare ammo goes up by about a<br/><br/> third.<br/><br/> PM63 => Tokyo & Rose<br/><br/> - Increased damage, becomes dual PM63s, each has a 25 round mag, spare<br/><br/> ammo is a little more than doubled.<br/><br/> Python => Cobra<br/><br/> - Increased damage, each cylinder holds twice as many rounds.<br/><br/> Ray Gun => Porter's X2 Ray Gun<br/><br/> - Increased damage, double magazine size, holds almost double spare ammo.<br/><br/> RPK => R115 Resonator<br/><br/> - Increased damage, increased rate of fire, 0.25x extra rounds per mag,<br/><br/> 0.25x extra spare rounds.<br/><br/> Stakeout => Raid<br/><br/> - Increased damage, gets a grip attachment, reloads two shells per shell<br/><br/> shown to be loaded in the reload animation, now loads 10 shells at a time,<br/><br/> gets a small amount of extra spare shells.<br/><br/> Spectre => Phantom<br/><br/> - Increased damage, gets a custom reflex sight, 1.5x mag size, holds more<br/><br/> spare ammo.<br/><br/> SPAS-12 => SPAZ-24<br/><br/> - Increased damage, increased rate of fire, faster reload speed (the<br/><br/> reload animation loads all 24 shells by only putting in one), holds 3x<br/><br/> as many shells, holds 3x more spare ammo.<br/><br/> Winter's Howl => Winter's Fury<br/><br/> - Freeze effect seems more effective, holds a little more ammo per cylinder-<br/><br/> thing, holds a little more spare ammo.<br/><br/> * Things Worth Noting<br/><br/>The Ballistic Knife is used with whichever knife you currently have, so when<br/><br/>you slash with it you'll hit with the knife you start with or the Bowie Knife<br/><br/>if you've bought it and you'll hit with the Ballistic knife, meaning you could<br/><br/>make your knife attack most effective by having the Bowie Knife and the PaP'd<br/><br/>Ballistic Knife. If you go down and you have the Ballistic Knife (upgraded or<br/><br/>not) then so long as your other weapon is not a sidearm you'll be able to use<br/><br/>it while down.<br/><br/>Monkeys (now referred to as Cymbal Monkeys in one of the bits of info that<br/><br/>pops up during the loading screen for a game of Zombies) are incredibly<br/><br/>useful, once you've thrown one all the zombies will head to it and wait<br/><br/>by it until it explodes, this is useful for when you get crowded, when someone<br/><br/>goes down and for getting a load of easy kills while they're gawping at it.<br/><br/>The Winter's Howl (which I may tend to refer to as the freeze gun a lot) is<br/><br/>great at slowing down a crowd or stopping them entirely, it has a low amount of<br/><br/>ammo though so it's best to play in more of a support role with it, slow down a<br/><br/>group then let your teammates take them down. It's also great for destroying<br/><br/>the Pentagon thief, this weapon is sweet as balls.<br/><br/>For the weapons that get red dot or reflex sights when PaP'd the lens colour<br/><br/>and reticule colour and shape/design are randomly chosen when you put it in the<br/><br/>machine.<br/><br/> -----------<br/><br/> Perks <br/><br/> -----------<br/><br/>The power switch has to be switched on before you can purchase perks, with the<br/><br/>exception of Quick Revive when you are playing solo. The power switch is located<br/><br/>on the bottom floor, once you get out of the elevator head forwards and take the<br/><br/>first left and in that little corridor there's an open door on your right, in<br/><br/>that little room by the other door is the power switch.<br/><br/> Juggernog (2,500)<br/><br/> -With this perk your character can take a lot more damage before going down,<br/><br/> worth getting this before any other perks. It's located on the lower part of<br/><br/> the middle floor, next to the door to the Pack-a-Punch room.<br/><br/> Speed Cola (3,000)<br/><br/> -Very useful, makes you reload twice as fast, best to wait till you have a <br/><br/> good gun later on beore investing in this. It's located on the first floor<br/><br/> near the elevator.<br/><br/> Double Tap Root Beer (2,000)<br/><br/> -This perk doubles your rate of fire, this will make you tear through<br/><br/> zombies easy but be careful with your ammo, if you spray like a madman you'll<br/><br/> piss out all your ammo quick. Try to fire in bursts unless zombies are getting<br/><br/> close. It's located on the middle floor next to the elevator that leads to the<br/><br/> first floor.<br/><br/> Quick Revive (1,500 with 2-4 players, 500 solo)<br/><br/> -You're able to revive downed team mates a lot faster with this perk, very<br/><br/> useful in a jam especially if you can chuck a Monkey first to make time for<br/><br/> your revived teammate to get to safety now he/she will have lost their<br/><br/> Juggernog. In solo play this perk costs only 500 and when you get taken down<br/><br/> zombies will all run off to the other side of the map while the perk revives<br/><br/> you, while down you'll have dual pistols that fire grenades too, this is now a<br/><br/> very useful perk to get first. It's located in the corridor adjacent to the<br/><br/> starting room.<br/><br/>If you get taken down then regardless of whether a teammate revives you or not <br/><br/>you'll have lost all your perks, so it's best to get Juggernog first, but still<br/><br/>it's not worth getting unless you have a decent weapon, if you can't defend <br/><br/>yourself you'll just lose your perks again when you get taken down so focus on<br/><br/>getting a good weapon first, then get Juggernog. The order you get the rest is<br/><br/>up to you, personally I always get Juggernog first, then Speed Cola, then <br/><br/>Double Tap, then Quick Revive.<br/><br/> -----------<br/><br/> Drops <br/><br/> -----------<br/><br/>There are some new, sweet drops in Black Ops, for the sake of not having a tiny<br/><br/>section though and for those who are new to Zombies I'll list the old ones too.<br/><br/>They will only stay available to pick up for a short time and will begin to<br/><br/>flash before they disappear, the time in which you get to use them is also<br/><br/>limited (except for Max Ammo, the Bomb and Carpenter). Drops are randomly left<br/><br/>by zombies when you kill them.<br/><br/> * Max Ammo<br/><br/>This will replenish your supply of spare ammo (not ammo loaded into your mags),<br/><br/>grenades, claymores and Cymbal Monkeys, if any of your team have Monkeys then<br/><br/>throw them somewhere away from you and the Max Ammo and run for it. If possible<br/><br/>make sure everyone reloads before picking it up and chuck any remaining Monkeys<br/><br/>before you get it.<br/><br/> * Bomb<br/><br/>This will kill every zombie that's spawned so far in the round (even if they<br/><br/>haven't climbed out of their window yet). You get 400 points each when someone<br/><br/>picks it up. It's useful later on for conserving ammo but earlier it's best to,<br/><br/>if possible, leave it until there's as few zombies left as possible.<br/><br/> * Insta-kill<br/><br/>You'll kill zombies in one hit while Insta-kill is active, so it's best to<br/><br/>switch to knife kills for 130 points each as killing them any other way will<br/><br/>only get you 50 points each. Don't try knifing crowds though, the last thing<br/><br/>you want is to go down as when you're down you don't earn any points for<br/><br/>killing zombies. Avoid it in the first few rounds when you can be using pistol<br/><br/>shots followed by a knife attack to get more points (though if you're knifing<br/><br/>it'll be impossible to avoid as you'll pick it up as the zombie dies, but if<br/><br/>someone else is going for headshots let them know not to get it).<br/><br/> * 2x (Double-Points)<br/><br/>Every action you perform that gets you points will now get you twice as many<br/><br/>for a short time, everything from boarding windows to knife kills. If it<br/><br/>appears when the round is nearly over then finish up quickly and wait as long<br/><br/>as you can until the next round starts before picking it up in order to get<br/><br/>as much use out of it as you can.<br/><br/> * Carpenter<br/><br/>This will board up all the windows on the map, it's good for slowing down a<br/><br/>wave but really it's not worth sticking your neck out for. Getting it gives<br/><br/>you all 200 points each.<br/><br/> * Fire Sale<br/><br/>The box will appear at all points it can spawn and will only cost 10 points to<br/><br/>use for a short time. There are box points on each floor but later on it's not<br/><br/>a good idea to run off mid-round for a few cheap spins as you'll likely get<br/><br/>crowded.<br/><br/> * Bonfire Sale<br/><br/>This is only dropped by the Pentagon Thief if you manage to kill him before he<br/><br/>takes anyone's weapon, with it all teleporters will lead to the Pack-a-Punch<br/><br/>room and you can PaP weapons for 1,000 points (as opposed to 5,000). You'll<br/><br/>have enough time to PaP 4 weapons between you. This is awesome if you get the<br/><br/>Pentagon Thief the first time he appears and will collectively save you as<br/><br/>much as 16,000 points and provide you with some cool weapons until you later<br/><br/>end up with your preferred setup.<br/><br/> * Death Machine<br/><br/>For a limited time you can use the Death Machine with infinite ammo. This<br/><br/>thing will tear through zombies easy, not only is it incredibly useful no<br/><br/>matter what round you're on it's also seriously fun. Be aware you won't be<br/><br/>able to throw grenades or Monkeys or revive anyone while using it.<br/><br/> ----------------------------------------------------<br/><br/> Teleporters, Defcon & The Pack-A-Punch Machine <br/><br/> ----------------------------------------------------<br/><br/>Firstly before being able to buy perks, teleport, increase the Defcon level or<br/><br/>Pack-a-Punch we'll need to get the power on. The power switch is located on<br/><br/>the bottom floor, once you get out of the elevator head forwards and take the<br/><br/>first left and in that little corridor there's an open door on your right, in<br/><br/>that little room by the other door is the power switch.<br/><br/>Now the power is on the teleporters will all be up, there's a load on the<br/><br/>bottom floor, one in the center of the room on the middle floor and one at one<br/><br/>end of the starting room in the middle (near the M14). Upon entering a<br/><br/>teleporter you will be sent at random to another one, if you have the Defcon<br/><br/>level up to 5 then you will see a small image of the Pack-a-Punch machine in<br/><br/>flashing light and red number mist of the teleporter and going inside will<br/><br/>take you to the Pack-a-Punch room. Aside from when at Defcon 5 using the<br/><br/>teleporters will leave the teleporter you used/came out of with a short cool-<br/><br/>down time before you can use those particular teleporters again.<br/><br/>To get the Defcon level to 5 and gain access to the Pack-a-Punch machine<br/><br/>(which is in the room by the Juggernog) you must switch on each of the Defcon<br/><br/>switches on the middle floor, there are a couple in the lower area and a<br/><br/>couple on the higher area, they're easy to make out as they have a big sign<br/><br/>by them that says 'DEFCON' and have a switch that once the power is on has a<br/><br/>green light if it can be switched on or a red light if it has already been<br/><br/>switched on. Turn them on as prompted when next to them by holding the use<br/><br/>button/key. <br/><br/>To use the Pack-a-Punch machine just go right up to it, switch to the weapon <br/><br/>you wish to upgrade then hold use (Square for PS3, X for 360, F for PC) when<br/><br/>prompted, wait for a couple of seconds and when it comes out of the machine <br/><br/>pick it up with the use button again. It won't be available for use for long<br/><br/>though, so be quick if you don't want it to swallow your weapon and then<br/><br/>disappear back in the wall.<br/><br/>Once the Defcon level has returned to 1 the doors will open and you can<br/><br/>leave. You can then turn the Decon level back to 5 and use it as much as<br/><br/>you want, so long as you wait for it to go back to 1 after each use.<br/><br/> -------------<br/><br/> The Box <br/><br/> -------------<br/><br/>For those new to Zombies the box is something you use to get more powerful<br/><br/>weapons, the catch being that for the price of 950 points you may get an<br/><br/>awesome Ray Gun or you may be left with a near useless sniper rifle. The<br/><br/>box cycles through random weapons before eventually staying on one that you<br/><br/>can pick up or wait to let it go back in. The box can also come up with a<br/><br/>teddy bear, at which point the box will move to a different location and<br/><br/>your points for that use will be refunded.<br/><br/>There's a visual cue to let you know where the box is, once you get to any<br/><br/>location where the box can spawn have a look around and nearby in that same<br/><br/>area will be a TV set that shows you where the box is, so if you get the<br/><br/>teddy bear just wait and watch the TV to see where it's moved to.<br/><br/>The first box location is always somewhere on the bottom floor, you can find<br/><br/>it without wasting money on all the doors down there by checking through the<br/><br/>windows.<br/><br/> * Bottom Floor<br/><br/>The Bowie Knife room - as you get out of the elevator go forwards a little<br/><br/>past the window zombies can come in from and there's a door on your left,<br/><br/>check if it's here by going forwards from the elevator then going left, then<br/><br/>going left again, check through the window here.<br/><br/>The pig room - yeah, this room is the one with the loud pig thing held up by<br/><br/>straps, make sure you put it out of its misery, it's squealing can get<br/><br/>annoying. As you get out of the elevator go straight down towars the M16<br/><br/>(which is directly opposite the elevator) and before you get to that<br/><br/>T-junction where the M16 is there's a door you can open to your right.<br/><br/>The dead body room - this is a little room within a room, this room is across<br/><br/>from the pig room and facing from the elevator it's all the way forwards and<br/><br/>to the left. Check if it's there by looking through the glass near the M16<br/><br/>side.<br/><br/> * Middle Floor<br/><br/>Only one location the box can move to here and it's on the lower part of the<br/><br/>floor, stand with the Juggernog vender on your left and it's a short walk<br/><br/>forwards.<br/><br/> * First Floor<br/><br/>Opposite the Olympia shotgun in that corridor.<br/><br/>Opposite the MPL in that corridor.<br/><br/> ------------------------<br/><br/> The Pentagon Thief <br/><br/> ------------------------<br/><br/>This guy is a dick. Seriously, I mean seriously.<br/><br/>He has a lot of health, he runs faster than Linford Christie on steroids and<br/><br/>for some reason he wants to take a weapon off of each one of you but with a<br/><br/>little strategy and a lot of firepower we can easily drop him and take the<br/><br/>rewards he has to offer. You won't have to worry about this guy until you get<br/><br/>to the bottom floor and turn the power on. It's also worth noting that although<br/><br/>you can use the teleporters during a Pentagon Thief round you can't use the<br/><br/>elevators, so make sure you're all on the middle floor before the round starts.<br/><br/>You'll know when it's a Pentagon Thief round because you'll hear that ominous<br/><br/>sound as the round starts. Make sure all of you are on the higher railing area<br/><br/>of the war room and wait on the side completely opposite of the elevator that<br/><br/>goes back up to the first floor, so that you're all in front of the large map.<br/><br/>At first he is only visible to his first intended victim and everyone else will<br/><br/>see a red kind of 'number mist', this is a load of floating red numbers that<br/><br/>lets you know where he is.<br/><br/>Now have your player who can see him run around this top area in a big circle,<br/><br/>if you start slightly on one side more than another he's guaranteed to come<br/><br/>the shortest way, so run away from him and everyone else should be unloading<br/><br/>on him with their most powerful weapons. The runner can turn back and shoot if<br/><br/>the Pentagon Thief is still on the opposite side but it's best that they focus<br/><br/>on keeping as far away from him as possible. The Winter's Howl is awesome for<br/><br/>slowing him down to a walking pace, so if the runner has this then they can<br/><br/>just walk backwards while firing at him.<br/><br/>If he's after you and he gets close then make sure you switch to your worst<br/><br/>weapon so that he only takes that. If he does take your weapon you'll both<br/><br/>teleport and you'll have a fun little run around from teleporter to teleporter<br/><br/>trying to kill him. If one person has their weapon taken don't break from the<br/><br/>strategy though, keep doing it even if there are only a couple of you left on<br/><br/>the middle floor and hopefully you'll take him out before he gets to the last<br/><br/>of you.<br/><br/>The rewards for defeating him depend upon whether you killed him before he took<br/><br/>anyone's weapon or at some point after he took any number of weapons, for<br/><br/>killing him before anyone loses a weapon you get a Max Ammo and he leaves a<br/><br/>Bonfire Sale (any teleporter you jump in will lead to the Pack-a-Punch room<br/><br/>and it will only cost 1,000 points to PaP, if you're quick you'll have time<br/><br/>to PaP 4 weapons, so that's time enough for one each), if you kill him after<br/><br/>he's taken any number of weapons then those who had their weapon stolen will<br/><br/>get it back (if you bought another weapon off the wall in that time it will<br/><br/>replace that) and he'll drop a Max Ammo and a Fire Sale drop (the box appears<br/><br/>at all box locations and only costs 10 points to use for a short amount of<br/><br/>time) and if you kill him while an Insta-kill is still active he will only<br/><br/>drop a Max Ammo.<br/><br/> ------------------<br/><br/> General Tips <br/><br/> ------------------<br/><br/>There will be no order to this, just a load of general tips to keep in mind.<br/><br/>Each bullet, knife or blast from a grenade that hits an enemy without killing<br/><br/>it gets you 10 points, a kill with a shot to the body is worth 50 points, a<br/><br/>headshot kill is worth 100 points and a knife kill is worth 130 points,<br/><br/>grenade kills are worth 50 per zombie, kills by electric barriers get you 0<br/><br/>points and kills during Insta-kill get you 50 per zombie unless you knife<br/><br/>them, in which case you get 130 points per kill.<br/><br/>Monkeys are useful for making some time to revive someone, to get a Max Ammo or<br/><br/>get a crawler, everyone should try to get Monkeys and use them sparingly unless<br/><br/>there is a Max Ammo nearby.<br/><br/>If you can then make sure everybody reloads before you get a Max Ammo.<br/><br/>Try to keep a few crawlers at the end of a round when you want to spin on the<br/><br/>box, get perks or Pack-a-Punch a weapon, in the catwalk strategy this is best<br/><br/>done by throwing grenades or a Monkey to where the zombies are coming from (as<br/><br/>opposed to zmobies that are close by).<br/><br/>As soon as you have a decent gun it's worth getting Juggernog.<br/><br/>When the game starts STICK TO YOUR OWN WINDOW. It's amazing how many morons<br/><br/>play this game and immediately in the first few rounds go from window to <br/><br/>window to get kills, thieving them from other players covering the point of<br/><br/>entry, most of these players are so crap that they thieve these kills with<br/><br/>just body shot kills getting them a low amount of points. There are 4 players<br/><br/>and 4 windows, each player should stick to their point of entry until they <br/><br/>start opening doors. Later on in the game you'll have many hundreds of kills<br/><br/>so what does a few early on matter? If people are thieving your kills early<br/><br/>on and you're the host I suggest you quit out so the game ends, you aren't<br/><br/>going to get into a good game if you play with idiots like that.<br/><br/>Avoid Insta-kill in early rounds and wait as long as you can before getting <br/><br/>the Nuke unless there are too many zombies for you to handle or someone has <br/><br/>gone down, the Nuke gets everyone 400 points and Insta-kill makes each kill <br/><br/>worth only 50 points until it runs out so it's worth it to not bother with <br/><br/>them in early rounds, though if you can get the Nuke when there's only a few <br/><br/>zombies left you can make some extra points for everyone. I recommend<br/><br/>avoiding the nuke in later rounds if possible as it will kill zombies all<br/><br/>around the map and the last thing you want to happen is to miss out on<br/><br/>points in those mid-rounds and a Max Ammo in the later ones.<br/><br/>Maximize points early on by utilising your weapons and knife as effectively as<br/><br/>possible, in round 1 you can put 8 pistol rounds in a zombies leg then knife <br/><br/>him, getting you="210" per kill that way, then in round 2 put 8 shots<br/><br/>in the chest then knife, then in round 3 put 10 shots in the chest and knife,<br/><br/>then switch to headshots, but if you can and you have handgun ammo then<br/><br/>quickfire your whole mag into a zombie then switch guns and kill him,<br/><br/>early on that's good for an extra 80 points each time.<br/><br/>To reload some weapons slightly quicker when you initiate the reload as soon<br/><br/>as you see the ammo is reloaded in the bottom right of the screen press the<br/><br/>switch weapon button twice in quick succession (or sprint or knife), this<br/><br/>will cut out the end of the reloading animation.<br/><br/>If you PaP the HS10 or PM63 then it is best to fire with one first until it<br/><br/>needs to be reloaded then another, the reload speed is fast enough on both<br/><br/>that this way you can continue shooting without having to pause at any point.<br/><br/>I said it in the Weapons section but I'll say it again, the Winter's Howl is<br/><br/>great at slowing down a crowd or stopping them entirely, it has a low amount<br/><br/>of ammo though so it's best to play in more of a support role with it, slow<br/><br/>down a group then let your teammates take them down. It's also great for<br/><br/>taking care of the Pentagon Thief.<br/><br/>If the Pentagon Thief is getting close and you think he's going to take your<br/><br/>weapon make sure you switch to your worst weapon before he gets to you.<br/><br/>Just because you picked up the sale drop don't run off to go using the box<br/><br/>mid-round, cheap weapons are worth nothing if you're going to get slapped<br/><br/>to death by a crowd of zombies.<br/><br/>The new crawler creatures with the Nova 6-like gas cloud following them will<br/><br/>disperse a gas that blurs your vision if you're too close when they are<br/><br/>killed by anything but the knife, the Ray Gun or electric barriers, so if<br/><br/>possible the Ray Gun is probably your best bet to take care of them when<br/><br/>they're getting close (just remember to watch out for splash damage).<br/><br/>If anyone is on a floor above or directly below a floor another person is on<br/><br/>then you can have the people that want to use the elevator for free all get<br/><br/>in it and then have the person on the next floor stand at the elevator doors<br/><br/>and call it, thus saving the people in the elevator 250 points, 250 points<br/><br/>is a meagre amount and completely insignificant later on but when you're still<br/><br/>spinning for weapons, getting the perks and PaPing it can be useful.<br/><br/>When there are only a couple of zombies left killing one will make the other <br/><br/>one go into a rage and he'll run at you a lot more aggressively, remember to <br/><br/>try to get crawlers when there are still a few zombies left.<br/><br/>Remember to keep your microphone volume and your TV volume at reasonable <br/><br/>levels, otherwise players will hear delayed, awful quality sounds from your <br/><br/>TV.<br/><br/>If you're playing with random players online and some act like jerks or are<br/><br/>just really bad at the game then it's best to quit out straight away, you<br/><br/>aren't going to get very far if you're playing with people who suck.<br/><br/> --------------<br/><br/> Strategy <br/><br/> --------------<br/><br/>This is going to be a pretty simple 4-player strategy that my friends and I<br/><br/>play with atm, it's still early days and there's a lot of playing around to<br/><br/>do but this generally works well to collect points efficiently early on and<br/><br/>survive quite a while.<br/><br/>You'll have your own way of doing things and really that's what matters, if<br/><br/>you don't like how or when I do something then do it your own way and find<br/><br/>the strategy that works for you and the people you play with. The round<br/><br/>numbers used below are only approximate.<br/><br/> * Rounds 1-4<br/><br/>There are dour windows and zombies can break in through the wall in the<br/><br/>adjacent corridor with the Olympia, most games I play though some windows<br/><br/>never see any zombies at all, so don't be too alarmed if nothing comes your<br/><br/>way. Each of you should defend a point of entry each and collect as many<br/><br/>points as possible early on, so let the zombies in and put 8 pistol rounds<br/><br/>in their leg in the first round before finishing them off with your knife,<br/><br/>in the second round put 8 in their body then knife, etc. By letting them in<br/><br/>there's a chance you'll get a drop too. If you get the Bomb drop then try<br/><br/>waiting till there's only one or two zombies left to get as many points<br/><br/>between you as you can. Don't forget to board up the windows too, in the<br/><br/>first round it'll net you only 40 points before you stop getting points<br/><br/>for fixing them up but every round the number of boards you can repair for<br/><br/>points grows.<br/><br/>Once someone's got 750 they can open the first door so that zombies have some<br/><br/>more points of entry, I wouldn't bother with MPL though as when you go down in<br/><br/>the elevator you can all grab the MP5k or PM63, seeing as you will likely have<br/><br/>to purchase ammo for these again later it's cheaper to buy those than the MPL<br/><br/>as you won't be able to purchase ammo for it downstairs.<br/><br/>When you're all happy to move on the person with the most points can open<br/><br/>the elevator up and you can all get in, whoever has the most now can pay<br/><br/>the small fee of 250 to take you all down a floor.<br/><br/> * Rounds 5-9<br/><br/>On the second floor don't bother opening up the stairs for quite a while,<br/><br/>this place is easy to defend and rack up points, I don't think it's a good<br/><br/>idea to go for the power and to spin on the box for a while as defending<br/><br/>here is easy if the stairs are closed and with the power off you don't<br/><br/>have to worry about the Pentagon Thief.<br/><br/>On the upper part of this floor of the Pentagon there are four windows,<br/><br/>there are also four of you and if you get caught out with no ammo there's<br/><br/>an MP5k and a PM63 available either end of this upper area. Now just get a<br/><br/>lot of easy kills, you can go for headshots or burst fire then knife and<br/><br/>better yet if you get a Max Ammo then switch to your pistol and put a couple<br/><br/>of mags in a zombies chest before letting them through, this will get you a<br/><br/>load more points and letting them in wil hopefully get you some drops.<br/><br/>About round 7 or 8 you should all have enough to get to the box and PaP<br/><br/>something, this will make killing the Pentagon Thief a lot easier, though it<br/><br/>isn't necessary for you all to PaP it'd be easier if one or two of you could<br/><br/>do so with something decent like an assault rifle. When you're ready keep a few<br/><br/>crawlers at the end of the round (for those new to Zombies, just blow a<br/><br/>zombie's leg(s) off with a grenade - having a couple or a few slow crawlers<br/><br/>around makes it a lot easier to explore the map and sort out your weapons and<br/><br/>perks without getting mauled). Buy your way through every barrier, head down<br/><br/>together in the lift, get the power on and open up the box room (check the<br/><br/>sections on the Pack-a-Punch machine and box locations if you aren't familiar<br/><br/>with where the power switch or box may be located).<br/><br/>Now's the time to start spinning on the box for weapons, ideally you want<br/><br/>Monkeys, the freeze gun and the Ray Gun but in the meantime PaPing an<br/><br/>assault rifle or LMG will be great for killing effectively and racking up<br/><br/>points. Claymores can also be purchased from the room with the pig on the<br/><br/>bottom floor but probably aren't worth bothering with until you have some<br/><br/>spare points.<br/><br/> * Rounds 10-? Strategy 1<br/><br/>From now we're gonna move straight on to spamming the elevator between the<br/><br/>middle and bottom floor, the first floor elevator is smaller and leaves you<br/><br/>with blind spots either side of it on both the first and middle floors so the<br/><br/>middle-bottom floor elevator is much better to defend from in a four player<br/><br/>game. I've written an alternate strategy below this one that works well too,<br/><br/>this first strategy is easier to do with less communication and will let you<br/><br/>use the elevator to escape a crowd but the other strategy is better for<br/><br/>saving ammo so that could help you survive longer.<br/><br/>Once you are all inside unless you're running for a drop there's no real reason<br/><br/>to get out until you have crawlers and want to go off to do something or<br/><br/>there's a Pentagon Thief round. On the bottom floor have someone cover the<br/><br/>window at the back of the elevator and from here just massacre everything until<br/><br/>zombies start to get close then spend the small amount of 250 points on using<br/><br/>the elevator, stay as long as you can each time so that you aren't having to<br/><br/>use the elevator more than necessary and if someone has a Winter's Howl make<br/><br/>sure they use a couple shots from it every now and then to slow the zombies<br/><br/>down.<br/><br/>When it comes to Pentagon Thief rounds check the strategy in that section. Make<br/><br/>sure you're all on the middle floor before the round starts when you could be<br/><br/>due a Pentagon Thief round (usually about every 5 rounds) as you will not be<br/><br/>able to use the elevator during the round, I say this because the strategy I<br/><br/>detail in the Pentagon Thief section relies on having all four of you on the<br/><br/>upper platform of the middle floor.<br/><br/>Other than that, don't forget to make use of your monkeys if they start getting<br/><br/>too close and if ammo becomes a problem then at the end of the round you can<br/><br/>always go try the box and Pack-a-Punch something new, the Pentagon Thief rounds<br/><br/>are fairly regular though and are good for ammo, just make sure you aren't<br/><br/>wasting your freeze gun rounds, you fire in bursts unless enemies are up close<br/><br/>and keep spinning until you get the Ray Gun and Monkeys.<br/><br/> * Rounds 10-? Strategy 2<br/><br/>This is an alternate strategy that requires some more communication between<br/><br/>you and your teammates but can be good for saving ammo.<br/><br/>As soon as you go to the bottom floor a couple of you get the Bowie Knife then<br/><br/>spin, those who get the Bowie Knife at this point should leave enough points<br/><br/>for Juggernog too. Once everyone's done spinning, PaPing and getting Juggernog<br/><br/>(if they're getting it this early) then get the defcon level up to 5 and each<br/><br/>of you should go through the teleporter into the Pack-a-Punch room, do this one<br/><br/>at a time and once you're through the teleporter hold down forwards because if<br/><br/>someone jumps in at the same time someone else is standing in the teleporter<br/><br/>then you'll both go down.<br/><br/>There are two windows in this room and those that have the Bowie Knife (and<br/><br/>hopefully Juggernog) can defend these easily, just keep going backwards and<br/><br/>forwards while holding the use button/key to repair the window while you knife<br/><br/>the zombies that come. Having the Ballistic Knife PaP'd here works well too,<br/><br/>you'll be doing more damage and because you're slashing with both knives in<br/><br/>quick succession (or at the same time if you're far enough to lunge) then zombs<br/><br/>will go down a lot quicker, if the person at the other window goes down you<br/><br/>can revive them by shooting them with the Krauss Refibrillator too. It's up to<br/><br/>those at the windows to make crawlers, it shouldn't be a problem as repairing<br/><br/>while knifing will keep them all in one place, just chuck a grenade and there<br/><br/>should be several crawling about trying to pull the boards down. Like in the<br/><br/>Der Riese Guide I like to assign people to roles, so think of the people doing<br/><br/>this as the guys on window duty.<br/><br/>Now the other two people are covering the double doors at the front, they'll be<br/><br/>racking up the kills here and if they're both stationed at the back of that<br/><br/>little hallway it's easy to funnel zombies.<br/><br/>Later on if ammo starts running low for either or both covering the doors they<br/><br/>can swap jobs with those covering the windows when necessary, the windows are<br/><br/>easy to cover for quite a while without having to use much ammo, in fact one<br/><br/>game somebody killed the crawler for no good reason while we were all of at<br/><br/>different parts of the map and I was still spinning China Lake after M72 after<br/><br/>L96 spinning crap after crap and having no luck, I got downed and when I came<br/><br/>back next round in the later teens I had even lost my Bowie Knife which I was<br/><br/>using with the Kraus Refibrillator, I grabbed Juggernog and defended one of<br/><br/>the windows with the regular knife and a grenade and had zero problems, so<br/><br/>ammo really doesn't have to be wasted at the window for quite a while.<br/><br/>For the guys covering the doors if a zombie drops something it's only worth<br/><br/>risking a quick run or chucking a Monkey for all the drops except for Carpenter<br/><br/>and 2x, I wouldn't bother with the Bomb earlier on though because ammo isn't<br/><br/>so much of a problem and it's better to focus on racking up the points.<br/><br/>Later on you should all be aiming to have Monkeys, a Ray Gun, the Bowie Knife,<br/><br/>Claymores and it's up to you to choose your weapon of choice, someone has to<br/><br/>get the Winter's Howl though because it's so useful for both the Pentagon<br/><br/>Thief and covering the door area.<br/><br/>Both the strategies I listed from round 10 to the end are interchangable, so<br/><br/>if someone kills the crawler for some stupid reason or accidentally (it's<br/><br/>amazing how people manage to 'accidentally' kill crawlers) and you can't all<br/><br/>get to the second floor and get the defcon level up to 5 then you can all jump<br/><br/>in the big elevator and use that strategy to survive that round.<br/><br/>Rinse, repeat, eventually die, have fun!<br/><br/> -----------------<br/><br/> Easter Eggs <br/><br/> -----------------<br/><br/> * Theme Song<br/><br/>The theme song for this map is 'Won't Back Down' by Eminem featuring Pink and<br/><br/>you can get it to play by holding the use button in front of each of the three<br/><br/>red telephones. There's one on each floor, the first is to the left of the<br/><br/>Quick Revive on the first floor, the second is in the Pack-a-Punch room on the<br/><br/>second floor (as you teleport in go forwards and it's on your left) and the<br/><br/>third is on the bottom floor in the small room with the power switch (it's to<br/><br/>the right of the power switch if you're facing towars the M16 side of the<br/><br/>floor), you'll hear a quiet 'line engaged' kind of tone to acknowledge you've<br/><br/>checked them, you can only hear this little sound effect once for each one each<br/><br/>game and you can only activate the song once per game.<br/><br/> * Fixing The Traps<br/><br/>There are two traps on the first floor, one in each corridor, one is in front<br/><br/>of the Quick Revive and the other is in the same place in the corridor the<br/><br/>other side of the starting room. When you get close to the one side of either<br/><br/>you'll get the message 'Access Denied: Requires operational component', the<br/><br/>operational component is a red switch same as all the other ones you turn<br/><br/>traps on with in all the maps since Veruckt.<br/><br/>The first switch is on the middle floor, once you've got the lower part of the<br/><br/>second floor open if you go to the elevator and then turn around so you're<br/><br/>facing the teleporter, now hug the wall on your left, go around the corner and<br/><br/>it's hidden in a dark little area. Once you're close to it and facing it you'll<br/><br/>be prompted to hold the use button/key to pick it up, once done you'll have a<br/><br/>little picture of it at the bottom of the screen.<br/><br/>As you can only hold one at a time either you will have to take it up to the<br/><br/>first floor first or someone else will have to go get the second. To put it in<br/><br/>go to the scanners that give you the access denied message (notice they have a<br/><br/>'III ARC' logo, a little reference to Treyarch) and when you get that message<br/><br/>hold the use button/key and it will be inserted.<br/><br/>The second is on the bottom floor, there's a room as you go out of the elevator<br/><br/>on your left, this is a room the box can spawn in, when facing the front of<br/><br/>where the box can spawn turn 90 degrees to your left and look inside the<br/><br/>kind of lockers there to the left of the Bowie Knife, if close enough to the<br/><br/>red trap activating swtich you will be prompted to pick this up. <br/><br/>When you've put either switch back the trap will be operational at the cost of<br/><br/>1,000 points. They're basically electric barriers like the ones seen in all the<br/><br/>Zombies maps except for Nacht Der Untoten.<br/><br/> * Portraits<br/><br/>On the first floor in the corridor where you can purchase the Olympia there are<br/><br/>several paintings hanging up that refer to World at War's campaign showing<br/><br/>scenes from the battle of Peleliu and one of Sgt. Roebuck.<br/><br/>In the opposite corridor where you can buy the MPL there are a few other<br/><br/>Call of Duty related portraits, one shows Maj John L. Plaster, the real-life<br/><br/>S.O.G. operative that was a consultant for the game's campaign and another is<br/><br/>of Hank Kiersey, a former soldier that works as a consultant for many Call of<br/><br/>Duty games.<br/><br/> * Richtofen?!<br/><br/>On your way out of the Pack-a-Punch room check the wall on your right before<br/><br/>you leave through the double doors, you'll see two paintings, both of these<br/><br/>are also found in Kino Der Toten, the one is a younger Richtofen (hold the<br/><br/>use button/key when facing it or any of the paintings in KDT to hear your<br/><br/>character say something about them) and the other is the mysterious blanked<br/><br/>out picture of a guy we either haven't been told who it is or haven't been<br/><br/>introduced. It's funny there's a painting of Richtofen hidden here in the<br/><br/>Pentagon but I don't think it's anything more than a funny easter egg, Five<br/><br/>doesn't seem connected to the other maps and their story at all so I look at it<br/><br/>as not canon with them, especially considering the cast and the setting :p<br/><br/> * Leapfrog<br/><br/>When one person goes prone and then another performs a dive to prone over the<br/><br/>top of them, both players will go down and Samantha Maxis (a character featured<br/><br/>heavily in the Der Riese story) will laugh at you.<br/><br/> ---------------------<br/><br/> Everything Else <br/><br/> ---------------------<br/><br/> * Thanks<br/><br/> -Thanks to Jason Cann for detailing PaP effects for the M14.<br/><br/> -Thanks to John Horsley (gamertag: saint suicide) for letting me know it was<br/><br/> actually Pink featured on the theme song.<br/><br/> -Thanks to Santo Maestri for letting me know I had missed that the PaP'd<br/><br/> Stakeout loads two shells for every shell shown to be loaded in the reload<br/><br/> animation.<br/><br/> -Thanks to Edward for letting me know the Pentagon Thief only drops a Max<br/><br/> Ammo if he's killed during an Insta-kill and that leapfrogging works<br/><br/> anywhere.<br/><br/> -OBsIV for creating the XIM, those that helped him and other XIM360 users that<br/><br/> worked on making it usable for PS3, also flyphil76 for an excellent config<br/><br/> for the PS3 Call of Duty games.<br/><br/> * Legal<br/><br/>This guide is currently hosted at GameFAQs.com, IGN.com and neoseeker.com<br/><br/>This may be not be reproduced under any circumstances except for personal,<br/><br/>private use. It may not be placed on any web site or otherwise distributed<br/><br/>publicly without advance written permission. Use of this guide on any other<br/><br/>web site or as a part of any public display is strictly prohibited, and a<br/><br/>violation of copyright.<br/><br/>Copyright 2010 GameFAQs user CassyChan<br/><br/> * Contact Me<br/><br/>If you want to contact me you can drop me a message through PSN: CassyChan or <br/><br/>or cassy.exe AT googlemail DOT com, I never play Zombies online on my<br/><br/>CassyChan PSN ID at all so please don't add that ID to play Zombies with me.<br/><br/>If you'd like CoD saves for PS3 or to see my other guides to Der Riese for<br/><br/>WaW and Blops my GameFAQs contributor page is here:<br/><br/>http://www.gamefaqs.com/features/recognition/89046.html<br/><br/> * Updates<br/><br/>v1.0 (11/2010) - Initial version.<br/><br/>v1.1 (11/2010) - Updated the PaP'd weapon list and fixed a few other little<br/><br/> things.<br/><br/>v1.2 (12/2010) - Thanks to Jason Cann for detailing the PaP effects of the<br/><br/> M14. Also added the 'The Basics of Zombies' section.<br/><br/>v1.3 (12/2010) - Updated the PaP effects section with the Olympia and<br/><br/> Stakeout upgrades.<br/><br/>v1.4 (12/2010) - Added the 'Rounds 10-? Strategy 2' sub-section to the <br/><br/> Strategy section.<br/><br/>v1.5 (12/2010) - Thanks to 360 gamer saint suicide for correcting me regarding<br/><br/> the theme song and thanks to Santo Maestri for informing me<br/><br/> I'd missed that the PaP'd Stakeout reloads two shells for<br/><br/> every shell shown to be loaded in the reload animation.<br/><br/>v1.6 (01/2011) - Thanks to Edward for informing me that the Pentagon Thief<br/><br/> only drops a Max Ammo if he's killed by Insta-kill and that<br/><br/> what I like to call 'leapfrogging' results in the<br/><br/> effects I describe in the Easter Eggs section regardless of<br/><br/> where you are on the map.<br/><br/> "Be excellent to each other."<br/><br/> - Bill & Ted's Excellent Adventure<br/><br/>Thanks for reading and take it easy!<br/><br/>CC<br/><br/>©2012-05-04, IGN Entertainment, Inc. All Rights Reserved