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Zombies is srs bsns. Welcome to...<br/><br/> ______ ______ _ _ <br/><br/> | _ \ | ___ (_) | |<br/><br/> | | | |___ _ __ | |_/ /_ ___ ___ ___| |<br/><br/> | | | / _ \ '__| | /| |/ _ \/ __|/ _ \ |<br/><br/> | |/ / __/ | | |\ \| | __/\__ \ __/_|<br/><br/> |___/ \___|_| \_| \_|_|\___||___/\___(_)<br/><br/> ------B L A C K O P S E D I T I O N------<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 Pack-A-Punch Machine &<br/><br/>Teleporters' section), press ctrl+F (or cmd+F for Mac) and paste it.<br/><br/> Intro <br/><br/> What's New To Black Ops? <br/><br/> -What's New<br/><br/> -What's Gone<br/><br/> Weapons <br/><br/> -Tier List<br/><br/> -Pack-a-Punch Effects<br/><br/> -Things Worth Noting<br/><br/> -The 3-Gun Glitch (allows you to hold 3 weapons)<br/><br/> Perks <br/><br/> Drops <br/><br/> The Pack-A-Punch Machine & Teleporters <br/><br/> General Tips <br/><br/> Strategy <br/><br/> -Rounds 1-4 (getting points efficiently)<br/><br/> -Rounds 5-11 (getting points efficiently and activating teleporters)<br/><br/> -Rounds 12+ (surviving as long as possible, the catwalk strategy)<br/><br/> -The Last Rounds (spamming teleporters and electric barriers)<br/><br/> Solo Strategy <br/><br/> -Rounds 1-4 (getting points efficiently)<br/><br/> -Rounds 5-8 (dogs etc)<br/><br/> -Rounds 9-? (camp, run, walk, kill, walk, kill...)<br/><br/> -Rounds ?-? (barriers, camping, running, abusing teleporters)<br/><br/> Keeping Your Ammo Levels High <br/><br/> Story (in-depth explanation of the story and characters) <br/><br/> Story Quick Overview (quick explanation of key points of the story) <br/><br/> Easter Eggs <br/><br/> -Theme Song<br/><br/> -Hidden Recordings (radio locations)<br/><br/> -Hidden Illuminati Messages<br/><br/> -The Fly Trap (control panel and Samantha's toys locations)<br/><br/> -A Few Interesting Things<br/><br/> -The Red Liquid<br/><br/> -Other Stuff You Can Interact With<br/><br/> -Character Models<br/><br/> Everything Else (contact me, legal, updates etc) <br/><br/> -----------<br/><br/> Intro <br/><br/> -----------<br/><br/>Der Riese brought some new innovations to Zombies, it's got fully functioning<br/><br/>teleporters, weapons are now upgradeable and it fleshes out the Zombies story<br/><br/>with plenty of little easter eggs along the way. This guide contains some<br/><br/>general tips to make it easier and explain some stuff that players new to the<br/><br/>map may not know. Previously I stated I'd never list glitches or how to do them,<br/><br/>well I'm still against people wasting hours in stupid barrier glitches<br/><br/>pretending they're good to their friends but I (and from what I've seen most of<br/><br/>the community) don't mind the 3-gun glitch, it extends the game without ruining<br/><br/>the fun, so seeing that it's still in the Black Ops version I've listed it at<br/><br/>the end of the weapon section.<br/><br/>This new enhanced version of Der Riese for Black Ops has some changes, it 's<br/><br/>now running on the updated engine Black Ops uses making for some costmetic<br/><br/>changes, there are some new innovations on the gameplay and plenty of new<br/><br/>weapons to hammer zombags with. This guide will largely be the exact same as<br/><br/>the guide for the World at War version except edited to include everything and<br/><br/>anything new to this version I find worth noting. If you're completely new to<br/><br/>Zombies my other guide for the map Five has a section on the basics.<br/><br/> ------------------------------<br/><br/> What's New To Black Ops? <br/><br/> ------------------------------<br/><br/>The four Nazi Zombies maps from World at War have been enhanced and ported to<br/><br/>the Black Ops engine, an overhauled version of the WaW engine with changes to<br/><br/>the cosmetic, such as the interface (where it shows your grenades and ammo etc<br/><br/>in the bottom right), lighting, textures, character models, some new audio and<br/><br/>the gameplay, including the new drop to prone mechanic and the ability to crawl<br/><br/>when down and a shedload (or rather, box-load) of new toys for us to play with,<br/><br/>some of which seriously awesome.<br/><br/>Yep, one thing not a lot of us were expecting was for the teleporters Group<br/><br/>935 worked on to work as time machines too, and as a result after Der Riese<br/><br/>comes Kino Der Toten, 'Theatre of Death'. KDT takes place some years later and<br/><br/>makes use of the new weapons in Black Ops, everything from a full-auto Famas<br/><br/>to the SPAS shotgun to the Crossbow with explosive tipped bolts. In this new<br/><br/>enhanced port of Der Riese most of those weapons are now available through the<br/><br/>mystery box and yes, they can all be Pack-a-Punched too!<br/><br/>But some things seem to be gone... firstly, there are none of the WaW weapons<br/><br/>in the mystery box anymore, just the Black Ops ones, Ray Gun and Wunderwaffe,<br/><br/>so that means we don't have access to certain weapons now, no more MG42,<br/><br/>Browning, PPSh-41 etc. I have no idea why they'd omit these weapons but<br/><br/>they're gone now. There are also no trophies or achievements for this version<br/><br/>of Der Riese.<br/><br/> * What's New<br/><br/> Lots of weapons:<br/><br/> - Aug<br/><br/> - Ballistic Knife<br/><br/> - China Lake<br/><br/> - Crossbow<br/><br/> - CZ75<br/><br/> - CZ75 Dual Wield<br/><br/> - Dragunov<br/><br/> - Famas<br/><br/> - FN Fal<br/><br/> - G11<br/><br/> - Galil<br/><br/> - HK21<br/><br/> - HS10<br/><br/> - L96A1<br/><br/> - M72<br/><br/> - Python<br/><br/> - RPK<br/><br/> - Spectre<br/><br/> - SPAS-12<br/><br/> ^It's worth noting that you can't get every new weapon available in the<br/><br/> new Black Ops Zombies maps.<br/><br/> The M1911 PaPs into Mustang & Sally now, see the section on weapons for<br/><br/> more info on what the new weapons PaP into.<br/><br/> Some improved graphics, character models, textures, lighting etc. The<br/><br/> message in Illuminati code hidden in the grate in the Mainframe is now<br/><br/> a lot easier to read on the console versions thanks to the enhanced<br/><br/> graphics.<br/><br/> Some new audio, from character dialog to new firing sounds for some old<br/><br/> weapons.<br/><br/> New interface, it uses the HUD from Blops and not WaW.<br/><br/> Dive to prone, do it by sprinting and then holding crouch. It's fun for<br/><br/> about 30 seconds but it's not at all useful in Zombies.<br/><br/> Who you play as is now chosen randomly when playing solo so you aren't<br/><br/> always Dempsey, if you want to change character you can choose to restart<br/><br/> level and it'll change to someone else.<br/><br/> Quick Revive is now useful when playing solo, when you have it and you're<br/><br/> downed zombies will run away from you and you'll be revived as if it were<br/><br/> a player reviving you, when down you will also have dual pistols that<br/><br/> fire grenades, useful to slow down a group before they've run too far<br/><br/> from you. You also don't need to turn the power on in solo to be able to<br/><br/> purchase it, but in solo after the third time you've bought it the vender<br/><br/> will disappear for good.<br/><br/> When down in a co-op game (or down in solo with Quick Revive) you can now<br/><br/> move, you don't move particularly fast when down but it's great to get a<br/><br/> bit closer to your mates or position yourself better to cover them when<br/><br/> they come to revive you.<br/><br/> * What's Gone<br/><br/> All the WaW weaons that cannot be bought off the wall (including their<br/><br/> PaP'd counterparts):<br/><br/> - .357 Magnum<br/><br/> - BAR<br/><br/> - Browning M1919<br/><br/> - Double-Barreled Shotgun w/ Sawed-Grip<br/><br/> - M1 Garand (with M7 Grenade Launcher)<br/><br/> - M2 Flamethrower<br/><br/> - MG42<br/><br/> - Molotovs<br/><br/> - Panzerschrek<br/><br/> - PPSh-41<br/><br/> - PTRS-41<br/><br/> The hanging body in the room opposite the balcony by Teleporter B no longer<br/><br/> moves when shot (I tested with grenades, regular guns and a PaP'd one).<br/><br/> The mystery box skin and lighting glitch I detail in the WaW version of the<br/><br/> guide seems to be gone in this Blops version of Der Riese.<br/><br/>Other than that all the easter eggs remain in the game, from the Fly Trap to<br/><br/>the recordings.<br/><br/> -------------<br/><br/> Weapons <br/><br/> -------------<br/><br/> * Tier List (all just my opinion)<br/><br/>This takes into account how useful the gun is throughout Der Riese and its <br/><br/>Pack-a-Punched counterpart - I'd say it's not worth Pack-a-Punching anything<br/><br/>below high tier usually. Anything Captain Price's Moustache tier you should<br/><br/>pick up straight away. Also Monkeys are awesome and incredibly useful, even<br/><br/>if you have the two best weapons you can get you should keep spinning between<br/><br/>rounds to try to get Monkeys. Seriously Meh tier are fine for the first<br/><br/>several rounds, after that I'd say anything low tier is great from the<br/><br/>beginning through to the mid-teen rounds and further if PaP'd.<br/><br/>This is very rough and just to give a basic idea of what weapon you should <br/><br/>grab out the box based on what you already have, you'll have your own <br/><br/>preference for weapons and really that's what's important.<br/><br/> Captain Price's Moustache Tier:<br/><br/> Wunderwaffe DG-2<br/><br/> Ray Gun<br/><br/> Monkeys<br/><br/> High Tier:<br/><br/> HK21<br/><br/> RPK<br/><br/> Mid Tier:<br/><br/> G11<br/><br/> Galil<br/><br/> Aug<br/><br/> Famas<br/><br/> FN FAL<br/><br/> Spectre<br/><br/> STG-44<br/><br/> FG42<br/><br/> MP40<br/><br/> Thompson<br/><br/> Type 100<br/><br/> SPAS-12<br/><br/> HS10<br/><br/> M1897 Trench Gun<br/><br/> Low Tier:<br/><br/> Gewher 43<br/><br/> M1A1 Carbine<br/><br/> Dragunov<br/><br/> L96A1<br/><br/> CZ75<br/><br/> Python<br/><br/> Double-Barreled Shotgun<br/><br/> Ballistic Knife<br/><br/> Seriously Meh Tier:<br/><br/> CZ75 Dual Wield<br/><br/> China Lake<br/><br/> M72 LAW<br/><br/> Kar98k<br/><br/> M1911<br/><br/>I didn't list the Crossbow because its effectiveness is dependant on how you<br/><br/>intend to use it, if you're all using the 3-gun glitch and using the strategy<br/><br/>I detail then it's definitely worth someone getting and Pack-a-Punching as it<br/><br/>can be useful to cover someone who runs for the electric barrier switch as<br/><br/>when upgraded the explosive bolts it fires distract zombies like the Monkey<br/><br/>Bombs, but if you don't intend to use it in such a manner it's too slow and<br/><br/>weak to bother using normally. High Tier if you intend to upgrade and use it<br/><br/>as I stated, Meh Tier if not.<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 also may 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 (people<br/><br/>have listed stats on sites online, if you're interested try Googling to find<br/><br/>them, DenKirson is good for weapon stats).<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/> 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/> Double-Barreled Shotgun => 24 Bore Long Range<br/><br/> - Increased damage.<br/><br/> Dragunov => D115 Disassembler<br/><br/> - Increased damage, scope now has variable zoom.<br/><br/> Famas => G16-GL35<br/><br/> - Increased damage, gets a custom red dot sight, each mag holds 1.5x more<br/><br/> ammo.<br/><br/> FG42 => 420 Impeller<br/><br/> - Increased damage, double magazine size, holds a little over double spare<br/><br/> ammo, slightly increased rate of fire.<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/> Gewehr 43 => G115 Compressor<br/><br/> - Increased damage, each mag holds 2 more rounds, holds an extra 50 spare<br/><br/> 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/> Kar98k => Armageddon<br/><br/> - Increased damage, increased magazine size, holds a little more spare<br/><br/> ammo.<br/><br/> L96A1 => L115 Isolator<br/><br/> - Increased damage, scope now has variable zoom.<br/><br/> M1 Garand (M7 Grenade Launcher) => M1000 (The Imploder)<br/><br/> - Increased damage, magazine holds a little more spare ammo and now<br/><br/> loads 3 grenades at a time, can hold more spare grenade ammo.<br/><br/> M1897 Trench Gun => Gut Shot<br/><br/> - Increased damage, larger magazine, reloads twice as fast.<br/><br/> M1911 => Mustang & Sally<br/><br/> - Becomes dual pistols that fire grenades semi-automatically.<br/><br/> M1A1 Carbine => Widdershins RC-1<br/><br/> - Increased damage, now shoots full-auto, holds a couple more magazines <br/><br/> worth of spare ammo.<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/> MP40 => The Afterburner<br/><br/> - Increased damage, double magazine size, slightly increased rate of fire.<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/> 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/> STG-44 => Spatz-447 +<br/><br/> - Increased damage, double magazine size, holds almost double spare ammo,<br/><br/> slightly increased rate of fire.<br/><br/> Thompson => Gibs-o-matic<br/><br/> - Increased damage, double magazine size, holds 1.25x spare ammo, slightly <br/><br/> increased rate of fire.<br/><br/> Type 100 => 1001 Samurais<br/><br/> - Increased damage, double magazine size, holds a little more spare ammo,<br/><br/> increased rate of fire.<br/><br/> Wunderwaffe DG-2 => Wunderwaffe DG-3 JZ<br/><br/> - Double magazine size, holds double spare ammo.<br/><br/> * Things Worth Noting<br/><br/>There is only one Wunderwaffe in the box in each game so whoever gets it is <br/><br/>the only person who will have it, if they go down and are not revived though <br/><br/>upon their death the Wunderwaffe will return to the mystery box.<br/><br/>The Bowie Knife I felt was not applicable to be put in the list, though it's <br/><br/>worth noting that if you buy it and die you will still have it when you <br/><br/>respawn. Also this knife kills in one hit until round 12, try to avoid the<br/><br/>lunge you do when you knife from quite far away by getting in close then<br/><br/>knifing, in WaW this made it quicker and you were a lot less likely to be<br/><br/>hit but in Blops it seems zombs will give you a slap most of the time as<br/><br/>soon as you get close.<br/><br/>The Bowie Knife mostly kills zombie dogs in 2 hits, this is useful if your<br/><br/>only guns deal splashback damage (like the Ray Gun or Wunderwaffe) and the<br/><br/>dogs get close. The Bowie + Ballistic Knife combo will kill dogs in one<br/><br/>hit.<br/><br/>The Ballistic Knife is great early on, with the regular knife you'll be<br/><br/>killing in one slash till round 5 or 6, with the Bowie Knife you'll be<br/><br/>killing everything that comes your way in one hit till about round 10<br/><br/>(Bowie Knife used to kill in one hit by itself up to round 12 on WaW,<br/><br/>zombs must be a little stronger now...), it will however make dog rounds<br/><br/>incredibly easy. You'll rack up points easy with it. When PaP'd you can<br/><br/>revive downed teammates with it instantly with just one shot, seeing as<br/><br/>you should be staying together it may not seem that useful at first but <br/><br/>he fact it's instant is good. Still, later on it's a waste of a weapon<br/><br/>slot, if someone goes down just throw a Monkey and revive them with Quick<br/><br/>Revive, I recommend if you get the Ballistic Knife you ditch it as you get<br/><br/>to between round 10-13 in favour of an AR, LMG or one of the super weapons.<br/><br/>Monkeys are new to Der Riese, throwing them will have zombies ignore players,<br/><br/>run straight for it and then wait by it until it explodes with the same <br/><br/>explosive power as a grenade. Very useful for finding time to revive downed <br/><br/>players, turn on electric barriers or help players that may get overwhelmed.<br/><br/>The Awful Lawton (the PaP'd Crossbow) will also attract zombies like the<br/><br/>Monkeys, though they explode much more quickly.<br/><br/>Bouncing Betties are useful for your camping spot later on in case you are <br/><br/>reloading and some zombies get close to your position, just don't put them in <br/><br/>front of you, if you are defending from the catwalk of the Teleporter C <br/><br/>building I recommend placing your Betties in the corner you can fall back <br/><br/>into, otherwise they'll just go off in vain when one of the fast Linford <br/><br/>Christie-like zombies gets close. When dog rounds start you can place them in<br/><br/>the direction they come from to let the Betty take care of them before they<br/><br/>get to you as well, another good tip using Betties to take care of dogs (or<br/><br/>zombies if you're in danger of getting crowded) is to go sit in a corner, <br/><br/>move out of the corner a little and place one, that way you can fall back<br/><br/>into that corner if zombies get too close or a dog round starts, put them in<br/><br/>other corners zombies wouldn't usually go into (unless they're following you)<br/><br/>too and if one gets taken out you can run behind the other Betty and the <br/><br/>next dog will run into it trying to get to you.<br/><br/>Electric barriers are very useful later on. In earlier rounds these are not <br/><br/>worth using as they will cost you 1,000 points to turn on and each zombie <br/><br/>they kill gets you 0 points, so don't bother till late on or when you're in a <br/><br/>pinch and need to revive someone. Later on these are fantastic for doing in a <br/><br/>huge amount of zombies, saving you time, stress and ammunition, turn it on at <br/><br/>the beginning of the round and again when it goes off and the red light on <br/><br/>the switch goes back to green - use Monkeys to get close if you have to and <br/><br/>have the Wunderwaffe guy cover whoever goes (making sure he/she doesn't shoot<br/><br/>too close to his/her teammate as they can be damaged by it too).<br/><br/>Some of the Black Ops weapons will get a new red dot or reflex sight when<br/><br/>PaP'd, the lens colour and reticle colour and shape are all randomly chosen<br/><br/>each time you PaP them.<br/><br/> * The 3-Gun Glitch<br/><br/>The 3-gun glitch is STILL in the Blops version, not only that but it seems<br/><br/>easier, as Betties seem to come up faster when you select them all you have<br/><br/>to do is grab you PaP'd weapon mid-way through that animation, on WaW you<br/><br/>used to have to leave it a little longer when picking up your PaP'd weapon<br/><br/>when you had 3 weapons but now you don't even have to do that. You have to<br/><br/>be quick but once you've learnt how to do it it's very easy and you'll<br/><br/>have no problem doing it every time.<br/><br/> STEP 1:<br/><br/> Have a weapon you want to PaP, at least one Betty and a minimum of 5,200<br/><br/> points. It is best to do this when you have a crawler or two at the end of<br/><br/> the round.<br/><br/> STEP 2:<br/><br/> Go up to the PaP machine and put your weapon in then immediately turn<br/><br/> around and run to the Kar98k, buy it for the 200 points and run back to<br/><br/> the PaP machine.<br/><br/> STEP 3:<br/><br/> Stand in front of it so you are able to pick up, this is when you switch<br/><br/> to your Betty, but how you do it is you pick up your PaP'd weapon while<br/><br/> you're getting your Betty out, if you can't pick it up then you're doing<br/><br/> it too slow, the idea in WaW was that you pick it up in that little bit<br/><br/> of time between putting your weapon away and getting the Betty out when<br/><br/> there is nothing in your hand, in Blops the Betty seems to come out a <br/><br/> little faster but really this just makes it easier. If you couldn't grab<br/><br/> it first time because you were too slow to pick it up press weapon switch<br/><br/> then get your Betty out and try it again, you should have a few attempts<br/><br/> but once you've learnt it you'll be doing it every time easy. It's so<br/><br/> much easier to time now you literally just have to press the button to<br/><br/> get to Betty out and then as soon as your weapon goes down pick up your<br/><br/> PaP'd gun.<br/><br/>When PaPing your second and third weapons put your weapon in the PaP<br/><br/>machine and when it comes out switch to your Betty but grab the weapon<br/><br/>during that same part of the animation you did it at earlier. You cannot<br/><br/>get 4+ weapons with this method because you have to buy a weapon to fill<br/><br/>the slot and if you already have 3 weapons when you put one in the machine<br/><br/>and then go to buy another Kar98k you'd already have 2 weapons, so it<br/><br/>would just replace one of your good weapons.<br/><br/>If you got it right congrats, you have 3 guns, now go swap out that Kar98k<br/><br/>for something good!<br/><br/> -----------<br/><br/> Perks <br/><br/> -----------<br/><br/>The power switch by the generator (next to where the box is originally) has<br/><br/>to be switched on before you can purchase perks, just like in Verruckt, with<br/><br/>the exception of Quick Revive when you are playing solo.<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.<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 after round 10 before investing in this in case you go down and have <br/><br/> to buy it again.<br/><br/> Double Tap Root Beer (2,000)<br/><br/> -Although you'll lose ammo very fast this perk doubles your rate of fire,<br/><br/> this will make you tear through zombies easy especially when defending the <br/><br/> catwalk when you are funneling zombies, great for assault rifles and LMGs.<br/><br/> Best to get this after Juggernog and Speed Cola. Try to fire in bursts unless<br/><br/> zombies are getting close because it's easy to run out of ammo quick with<br/><br/> Double Tap and each wasted shot will become two wasted shots.<br/><br/> Quick Revive (1,500 with 2-4 players, 500 solo)<br/><br/> -You're able to revive downed team mates a hell of a lot faster with this <br/><br/> perk, very useful in a jam especially if you can chuck a Monkey first to make <br/><br/> time for your revived teammate to get to safety now he/she will have lost <br/><br/> their Juggernog. In solo play this perk costs only 500 and when you get taken<br/><br/> down zombies will all run off to the other side of the map while the perk<br/><br/> revives you, while down you'll have dual pistols that fire grenades too, this<br/><br/> is now a very useful perk to get first or after Juggernog.<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/>Drops are randomly left by zombies when you kill them. They will only stay<br/><br/>available to pick up for a short time and will begin to flash before they<br/><br/>disappear, the time in which you get to make use of Insta-kill and 2x is also<br/><br/>limited.<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.<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<br/><br/> --------------------------------------------<br/><br/> The Pack-A-Punch Machine & Teleporters <br/><br/> --------------------------------------------<br/><br/>Linking the teleporters to the Mainframe takes some points and a little time <br/><br/>but is easily done providing you can get a crawler or two left at the end of <br/><br/>a round, you must turn the power on at the generator (next to the original <br/><br/>mystery box position). All you have to do once you've paid your way through <br/><br/>the doors to a room with a teleporter is walk into the teleporter and hold<br/><br/>use (Square for PS3, X for 360, F for PC) when prompted, a 30 second countdown<br/><br/>will begin, get to the starting area or get someone else to go there and hold <br/><br/>down use when standing in the center of the platform (where you first spawn), <br/><br/>the timer should disappear, now do this for the other two teleporters and <br/><br/>you'll see the nearby Pack-a-Punch machine is now open for use at a cost of <br/><br/>5,000 points per use.<br/><br/>Teleporters can be used from other parts of the map to get to the Mainframe <br/><br/>very quickly at a cost of 1,500 points each time and any enemies too close <br/><br/>when the teleporter is charging up for use will get electrocuted.<br/><br/>Pack-a-Punching guns has a different effect for each weapon, for the <br/><br/>specifics for each weapon refer to the Weapons section. The general <br/><br/>effect for the best weapons (ie the ones I listed in this guide as God Tier <br/><br/>and High Tier) are increased magazine sizes, increased ammo you can carry and<br/><br/>increased damage.<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.<br/><br/> ------------------<br/><br/> General Tips <br/><br/> ------------------<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, Wunderwaffe kills are worth 50 per<br/><br/>zombie, kills by electric barriers get you 0 points and kills during<br/><br/>Insta-kill get you 50 per zombie unless you knife them, in which case you get<br/><br/>130 points per kill.<br/><br/>There is only one Wunderwaffe available in each game. If the person that got <br/><br/>it from the box dies it will be returned to the box.<br/><br/>If you hit zombies (or anything close by) with the Wunderwaffe and you see<br/><br/>that you have electrocuted yourself you will now be far more vulnerable than<br/><br/>before, in fact you'll go down in one hit. Avoid this by not using your<br/><br/>Wunderwaffe on nearby groups of zombies but if it does happen and you're in a<br/><br/>multi-player game then I suggest between rounds if you have some crawlers you<br/><br/>should grenade yourself and buy all the perks you need again after someone<br/><br/>revives you.<br/><br/>When you get the teddy bear from the box you can look to the sky and find a<br/><br/>big beam of light shooting up from the new location of the box.<br/><br/>Monkeys are useful for making some time to revive someone, get the electric <br/><br/>barriers up, to get a Max Ammo or get a crawler, everyone should try to get <br/><br/>Monkeys and use them sparingly unless there is a Max Ammo nearby.<br/><br/>If you can then make sure everybody reloads before you get a Max Ammo.<br/><br/>The electrical barriers are very useful later on for thinning out a wave of <br/><br/>zombies, it's best to put it on at the beginning of the round and then again <br/><br/>as soon as the light on the switch turns green, in the later rounds there's <br/><br/>still going to be a huge amount of zombies coming from your side of the <br/><br/>barrier so points won't be an issue. The way my friend Hurricane Hughes and<br/><br/>I do it is to have him cover me with the Wunderwaffe while I jump out of the<br/><br/>catwalk window and run to turn it on, during this time having two others<br/><br/>focus on zombies heading for the catwalk.<br/><br/>Try to keep at least one crawler at the end of a round when you want to spin <br/><br/>on the box, get perks or Pack-a-Punch a weapon, in the catwalk strategy this <br/><br/>is best done by throwing grenades or a Monkey through the window to near the <br/><br/>power switch area as it ensures crawlers take a while to get to you if other <br/><br/>zombies are still coming, it also makes it easier totell when the last few <br/><br/>zombies are coming.<br/><br/>A little after Round 15 expect to see zombie dogs spawn randomly each round.<br/><br/>Use the teleporter excessively and it will start spawning dogs near the <br/><br/>mainframe.<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 kills. 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/>It's usually round 12 that zombies start taking two hits from the Bowie <br/><br/>Knife, it's still easy to get quick knife kills for the next several rounds<br/><br/>if you hip fire a burst into their upper body before knifing.<br/><br/>Dogs always go down in two Bowie Knife attacks as their health is always the<br/><br/>same, if they get close this can be more useful than firing from the hip, <br/><br/>especially if you're using a firearm with splashback damage.<br/><br/>A good way to take care of dogs in a 4-player game later on is when the round<br/><br/>starts have everyone place their Betties from the front door of Teleporter C<br/><br/>in a trail going up to the catwalk (not too close though as one Betty can set<br/><br/>off another), this way you can all camp at the catwalk but 8 Betties should<br/><br/>take care of 8 dogs, easy.<br/><br/>For solo strategies try placing Betties in corners (go into a corner then move<br/><br/>out of it a little then place a Betty) this way you can sit there and the dog<br/><br/>will blow up in your face before getting to hit you, then you move to the next<br/><br/>corner. Only problem is there are only a few corners around the Teleporter C<br/><br/>and Generator area that I use as zombies may find their way into some of them,<br/><br/>it's a really useful strategy in Shi No Numa thanks to the layout of the<br/><br/>ground floor of the main hut but not as useful in Der Riese.<br/><br/>Don't spam the Wunderwaffe, even upgraded it doesn't have much ammo and <br/><br/>remember other people need to rack up points as well early on in the game,<br/><br/>not to mention it only gets you 50 points per kill.<br/><br/>Don't use the Wunderwaffe on a group of zombies when you have crawlers you <br/><br/>need anywhere near them.<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 then it is best to fire with one first until it needs to<br/><br/>be reloaded then another, the rate of fire and reload speed are so fast on it<br/><br/>this way you could continue shooting without having to pause at any point.<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/>If you have trouble hearing a teammate over the headsets try going to the <br/><br/>game options and putting the VOIP (Voice Over Internet Protocol) volume up to <br/><br/>full and reducing the game music and sound effect volume.<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 other players act like jerks online they aren't worth your time, just <br/><br/>leave the game and join another straight away, these idiots will soon get <br/><br/>bored, either that or you and a friend can block them in a room or turn on <br/><br/>electric barriers as they are about to go through them and keep pressing the <br/><br/>revive button on and off, really though it's best to not waste your time on<br/><br/>them.<br/><br/> --------------<br/><br/> Strategy <br/><br/> --------------<br/><br/>These are mostly little strategies that I find make the game easier that <br/><br/>eventually comes down to the catwalk strategy. Strategies spread online <br/><br/>memetically in this game for all the maps very quickly and still even now it <br/><br/>seems the old idea of defending from the catwalk is the best way to go, so <br/><br/>know that I didn't come up with the idea of defending from there, this is <br/><br/>something you'll see online in most games. That said I've got my own co-op<br/><br/>strategy up there which requires four players, each with a role to play<br/><br/>later on as you will see when it comes down to barrier spamming and covering<br/><br/>with the Wunderwaffe. This guide is intended to help those that are new to<br/><br/>Der Riese and looking to effectively stay alive and I've added a lot of tips<br/><br/>on how to rack up points early on to make it much easier. Some people say<br/><br/>there are better strategies than defending from the catwalk, if you want to<br/><br/>look into those then ask at the message board, personally this is how I do<br/><br/>the first 11 rounds followed by an in-depth look at surviving in the<br/><br/>Teleporter C building and some extra tips to make it work as efficiently as<br/><br/>possible.<br/><br/>Co-operation is the key to this game, even though the game counts kills it is <br/><br/>definitely not a competitive game, don't leave the team to go frag hunting <br/><br/>and in later rounds don't leave the team at all unless it's between rounds <br/><br/>and you have a crawler or two.<br/><br/> * Rounds 1-4<br/><br/>Like all other maps you start off with the seemingly useless M1911 and your <br/><br/>knife, there are 4 points of entry, assuming you are playing with three other <br/><br/>people and they aren't kill thieving idiots then you have one window each. <br/><br/>The best strategy for the first round is to put 8 pistol bullets in a zombies <br/><br/>leg (specifically the legs) and then knife them, that nets you 80 points for <br/><br/>the bullets you landed and a further 130 for the knife kill, totaling 210 <br/><br/>points for each zombie. Let the zombies rip the boards down so you can get <br/><br/>some extra points too. If you let the last couple of zombies in and then kill <br/><br/>them you may be lucky enough to score a Double-Points or the Nuke, which would<br/><br/>net the whole team 400 points each. When knifing the knife has an extra little<br/><br/>reach (or a lunge) if you initiate the knife attackjust outside of your reach,<br/><br/>however if you get close enough to a zombie first so you are just within his<br/><br/>reach and then slash then you won't lunge for him, you'll just slash, straight<br/><br/>after the slash you can pull back to step away and if you didn't have to lunge<br/><br/>then you won't get hit, once you get the hang of it it's easy, but if you do<br/><br/>lunge make sure you pull back to try and avoid being hit anyway.<br/><br/>For round two I would employ the same strategy but instead of shooting them <br/><br/>in the leg put several shots in their chest then knife them, or if you prefer <br/><br/>you could get the Gewher off the wall and put several shots in their chest <br/><br/>with your pistol before getting a headshot with your Gewher, if you're out of <br/><br/>pistol ammo then just aim for the head with the Gewher and 2 bullets should <br/><br/>kill them, if their head comes off and they're still walking then knife them <br/><br/>asap because shooting them again would get you only 50 points for the kill <br/><br/>instead of 100. Don't bother scoping in with L1 when you're protecting your <br/><br/>window with the Gewher, it's accurate enough to get easy headshots. Keep <br/><br/>doing this till round 5, just rack up the headshots at your window.<br/><br/> * Rounds 5-11<br/><br/>When round 5 comes have the person with the least amount of money open the <br/><br/>first door (doesn't matter which way you wanna go), that should cost them <br/><br/>750, then someone else should open the next door, then someone else should <br/><br/>open the stairs, now all of you can go through to the courtyard with the <br/><br/>mystery box and power switch. Turn the power on and have the player with the <br/><br/>highest amount open the big double doors for 1,250 points, now one or a <br/><br/>couple of you can get the Bowie Knife off the wall for 3,000 points - this is <br/><br/>an easy one shot kill for 130 points each zombie until round 11. The players <br/><br/>without the knife can spin on the mystery box and act as a backup to those <br/><br/>that will be utilizing the knife for large amounts of points - these people <br/><br/>with the guns should only be going for headshots and not try to take the <br/><br/>kills away from the guys with the Bowie Knives.<br/><br/>Around round 5, 6 or 7 (maybe even 8) you can expect a dog round, these <br/><br/>zombie hounds aren't too difficult, you should be at the power area by round <br/><br/>5 so with Gewhers (or better) and Bowie Knives they should be a piece of <br/><br/>cake. As a future reference for later rounds don't be concerned about wasting<br/><br/>ammo during dog rounds, there's a Max Ammo from the last dog every time, just<br/><br/>make sure everyone reloads before anyone picks it up. Dogs can be expected <br/><br/>around every 5 rounds from now until much later.<br/><br/>From now on or a little later when anyone needs to spin on the box for a gun <br/><br/>it's best to keep a crawler or in earlier rounds even just have one person <br/><br/>run around with a slow zombie (ie not one of those zombies with the speed of <br/><br/>Linford Christie and the endurance of Chris Ryan) following him while others <br/><br/>spin on the box.<br/><br/>After the dogs the guys with guns can camp in the Teleport Room C building <br/><br/>(the one with the Bowie Knife) on the railing above inside (I'll refer to it <br/><br/>as the catwalk), this is probably where you will spend the majority of the <br/><br/>game, the guys with Bowie Knives (or one knife guy and a gunner) can stay by <br/><br/>the power switch area covering the doors and one window, knifing zombies as <br/><br/>they come that way, any zombies coming from inside the Teleporter Room C <br/><br/>building or Quick Revive room will head towards the guys on the catwalk so <br/><br/>for rounds 5-8 the knife guys shouldn't have a big problem with been <br/><br/>overwhelmed (especially if they get themselves a decent machine gun as <br/><br/>backup), if that happens though the guys in the building can jump out the <br/><br/>side of the building and get to them quick, if necessary turning the <br/><br/>electricity barrier on to get more time to revive them. Defending from the <br/><br/>catwalk is simple, stay at the box spawn point and the enemies are forced to <br/><br/>come in pretty much single file making them impossible to miss, funneling <br/><br/>easy kills.<br/><br/>Spinning on the box and/or going for perks is up to you from now on, <br/><br/>personally I'd recommend getting Juggernog soon as you have a decent gun (Ray <br/><br/>Gun, Wunderwaffe or any machine gun except the BAR), just leave it till the <br/><br/>end of the round when you have thrown a grenade at some zombies to get a <br/><br/>crawler or two to give you plenty of time to safely do what you want. Leave <br/><br/>opening the doors to Teleporter Rooms A & B to the guys with the most points <br/><br/>when you want to open up the Pack-a-Punch machine.<br/><br/> * Rounds 12-?<br/><br/>Round 11 is the last round where you can get one hit knife kills (though it's <br/><br/>easy to spray a few machine gun rounds from the hip and slash for a quick and <br/><br/>easy knife kill round 12-15ish), when you feel it's necessary (depending on<br/><br/>your skill and weapon/perk setups this could be sometime between the late teens<br/><br/>all the way up to the mid or late 20s, the later the better, when I play with<br/><br/>my mates we usually tend to do it late 20s) you can all fall back to the<br/><br/>catwalk and hang back by the box spawn point, two players at the back standing<br/><br/>side by side and two at the front kneeling down - it's annoying when people at<br/><br/>the front don't kneel downvbecause everyone behind can't shoot because there's<br/><br/>an idiot in the way, a lot of people do this online and it's very frustrating.<br/><br/>By now or as soon as possible you all want to get Monkeys, a Ray Gun and for<br/><br/>one guy a Wunderwaffe, the rest should get their preferred loadout (if you're<br/><br/>doing the 3-gun glitch I recommend someone picks up a Crossbow to PaP, it can<br/><br/>be very useful later on to distract large groups of zombies) with all the<br/><br/>perks, then Pack-a-Punch your weapons when you get chance to.<br/><br/>The catwalk strategy is simple now, at the beginning of the round someone <br/><br/>goes to turn the electric barrier on then runs back to the catwalk, everybody <br/><br/>stays up there killing zombies, two standing at the back, two kneeling in <br/><br/>front. Or, you can have one or two people shooting through the windows when <br/><br/>the electric barrier goes off, then when the power light for the barrier goes <br/><br/>back to green one player can run for the electric barrier while another <br/><br/>covers him, if it has to be done to stop them going down someone could throw <br/><br/>a Monkey, if they aren't going to get back in time this gives your <br/><br/>Wunderwaffe guy (someone should've spun the Wunderwaffe by the time this <br/><br/>strategy is necessary) a good excuse to get a lot of kills. Having the<br/><br/>Wunderwaffe user cover the guy running for the power will make it easy to get<br/><br/>there and back, remember to leave a betty or two to the right of the power<br/><br/>switch (when facing it from the catwalk) so that if necessary the guy going<br/><br/>for the power switch can avoid getting chomped if a quick zombag gets too<br/><br/>close. If someone has the upgraded Crossbow, the Awful Lawton, they can cover<br/><br/>too by firing the other side of the electric barrier, this way the zombies<br/><br/>going for the guy heading for the power switch will go straight through<br/><br/>and die, you could also just shoot one on the ground near a group and the<br/><br/>zombies will run to the explosive and wait there before it blows (like a<br/><br/>Monkey Bomb) giving the power guy time to run back to the catwalk.<br/><br/>Now when necessary it's time to get crawlers when it's getting to the last<br/><br/>load of zombies, this is best done with grenades out through the window <br/><br/>where the majority of zombies come from or by aiming at the upper leg of a<br/><br/>zombie with the Ray Gun (though it'll kill most times a lot of the time it'll<br/><br/>take a leg off and leave you a crawler), this way if more zombies are coming<br/><br/>at least the slower crawlers will take longer to get to you so you won't need<br/><br/>to kill them if they get too close. Just make sure people stop shooting the <br/><br/>zombies you want to take the legs off of and the Wunderwaffe guy doesn't <br/><br/>electrocute them all when you need a crawler.<br/><br/>As you can see I like to divide who does what later into roles: the power guy<br/><br/>(who runs to the electric barrier), the Wunderwaffe user (who covers the<br/><br/>power guy) and the two support who watch the catwalk (either can become the<br/><br/>power guy if necessary), good co-operation and communication between you and<br/><br/>your team makes a HUGE difference. The two support guys should crouch in<br/><br/>front with the Wunderwaffe user standing behind, the power guy can sit on the<br/><br/>front with a support guy standing behind or he can stand behind the support<br/><br/>guys and ask for one to move forwards out of the way when he needs to run for<br/><br/>the power. If someone goes down then you may have to swap roles and/or <br/><br/>positions on the catwalk depending on who it is until they've got at least<br/><br/>Juggernog back, if it's the power guy then he should switch to being a<br/><br/>support guy and stand behind the new power guy and other support guy sitting<br/><br/>in front, if it's a support guy then they should move back and let the power<br/><br/>guy sit in front, if multiple people went down then swap accordingly and<br/><br/>make sure you get a crawler so you can get your perks back.<br/><br/> * The Last Rounds<br/><br/>When you're starting to get overwhelmed on the catwalk or if you manage to<br/><br/>run out of ammo (which is hard to do if you don't follow the ammo tips, like<br/><br/>keeping crawlers while spamming teleporters for Max Ammo drops and everyone<br/><br/>co-ordinating their fire on the catwalk) it's time to spend all of those<br/><br/>points you've racked up, which by now between all of you should be a hell of<br/><br/>a lot. All of you should run into Teleporter and take out any few zombags<br/><br/>making their way toward you, when a sizable crowd is coming for you one of<br/><br/>you should time the activation of the teleporter to send you all to the<br/><br/>Mainframe as they get close, this will teleport you to relative safety and<br/><br/>some of them out. If you have chance you could wait and see what spawns,<br/><br/>if it's a Bomb, an Insta-Kill or a Max Ammo you're in luck, Carpenter isn't<br/><br/>really useful at this stage, if you get Carpenter or a dog you want to run<br/><br/>straight to the Trench Gun room by Teleporter A, wait around the door and <br/><br/>take out any small group of zombies, when a big group comes one of you should<br/><br/>turn on the electric barrier by the door then run over to Teleporter A and <br/><br/>wait in the Teleporter, like before take out any small group and time your<br/><br/>teleport to take out a big group as they get close. Now you're at the<br/><br/>Mainframe again and you should do the same as before, only this time head<br/><br/>over to the Thompson room, so use the electric barrier when necessary and<br/><br/>head upstairs to Teleporter B, from here it's rinse and repeat, keep spamming<br/><br/>the electric barriers and teleporters, you could even ignore using Teleporter<br/><br/>B and once the electric barrier by the Thompson room is close to going down<br/><br/>you can go upstairs and take a left then jump off by the bridge to the <br/><br/>generator area and get that electric barrier on, then run up to Teleporter C<br/><br/>and use it when necessary.<br/><br/>This is a strategy that's fun to end a game on when it's all going wrong but<br/><br/>it takes a lot of money to use effectively and because almost all the zombies<br/><br/>you take out will die from the teleporter or electric barriers the only a<br/><br/>chance of a Max Ammo comes from the few zombies you kill (if you have any<br/><br/>ammo left at all and you can get to it) or from the Mainframe when using the<br/><br/>teleporter (if you can get to it), so really it's suicide if you plan on<br/><br/>surviving more than a couple or a few extra rounds. Really playing Zombies<br/><br/>is suicide anyway though seeing as it has no end, but it's fun running around<br/><br/>the map being chased by 10 s***loads of zombies, and one time we actually got<br/><br/>lucky and got a Max Ammo and then went back to the Catwalk strategy, so don't<br/><br/>give up on the game when you're all out of ammo, so long as you have your<br/><br/>weapons, hopefully your perks and some balls you still have a chance of making<br/><br/>the next round!<br/><br/>Have fun trying to beat your personal best, to most it's all Nazi Zombies is<br/><br/>about really, play around with your own strategies and see what works for you.<br/><br/> -------------------<br/><br/> Solo Strategy <br/><br/> -------------------<br/><br/>Strategy is going to be subjective based on every players skills, preferences<br/><br/>and to an extent luck (spinning nothing but Panzerschreks and M2 Flamethrowers,<br/><br/>we've all been there!), but here are some ideas to help you get started, <br/><br/>there are a few strategies you could use but this is one I like to use, come up<br/><br/>with your own strategies that work for you and work hard to beat your personal <br/><br/>best. Good luck!<br/><br/> * Rounds 1-4<br/><br/>I open the first door (on the right facing away from the PaP machine) as soon <br/><br/>as possible in the first round, more zombies = more points right? Maximize the<br/><br/>amount of points you get from each zombie (in the first round put 6 rounds from<br/><br/>your sidearm into their legs then knife, second round it's 8 to the body then <br/><br/>knife, from then either go for headshots or put a few rounds in the leg or body<br/><br/>with whatever weapon you're using and then knife). Letting the zombies in is <br/><br/>great for getting pickups like Max Ammo and Double-Points but ignore the <br/><br/>Insta-Kills as it'll only lose you points per kill as each kill will be worth <br/><br/>only 50 points, also don't get the Bomb pickup unless there's only one or two <br/><br/>zombies left as you don't get points for the zombies killed by it but you do <br/><br/>get 400 points for just picking it up. Repair windows each round to further <br/><br/>maximize points. If you aren't lucky enough to get a Max Ammo and you're all <br/><br/>out of 'gun-juice' then it's probably worth getting the Gewher over the <br/><br/>Thompson or Kar98k at this point and going for headhots or body shots and <br/><br/>finishing them off with the knife, then you just have to hope you spin <br/><br/>something decent from the box.<br/><br/>As soon as you can get to the box you can defend from the door to the <br/><br/>Teleporter C area right at the back which will give you a good view of all <br/><br/>zombies coming from the left or right. Don't turn the power on straight away,<br/><br/>it'll open up an area nex to the Trench Gun room and more zombies will come <br/><br/>from the right, if you keep the power off more will come from the left top <br/><br/>side, this makes funneling headshots from lined up zombies easy, so don't <br/><br/>bother turning the power on till you need iton to get Juggernog which I <br/><br/>reccomend you do at the fourth or fifth round but it's important you've got a<br/><br/>decent gun first (any SMG will do). If you've been getting points effectively<br/><br/>and you've got a decent gun from the box then you should be able to get <br/><br/>Juggernog and Betties - make sure you do this when you've got crawlers though<br/><br/>and set your first two before you take care of them, then after you'll get <br/><br/>another 2 as the next round starts. The best place to set them at this point<br/><br/>is in both corners near the Teleporter C door you haven't opened yet but not<br/><br/>directly in the corner, crouch in the corner, move forwards a little away <br/><br/>from the corner and then place one, this way when dogs come or even if you get<br/><br/>overwhelmed by zombies you can sit in that corner and they'll get taken out by<br/><br/>the Betty as they get to you, then you run to the other corner and do the <br/><br/>same. Place the rest of your Betties along that backline of defense but make <br/><br/>sure they aren't so close that if one goes off the rest will, you may not get<br/><br/>Betties and Juggernog till as far away as round 7 or 8 though so don't worry<br/><br/>if the box is giving you nothing but crap this early in the game.<br/><br/> * Rounds 5-8<br/><br/>DOGS! When the dogs come as the new round starts place your 2 new Betties in <br/><br/>the direction they'll come from so that those Betties will take care of a dog <br/><br/>each. Sit behind your Betty in the corner and try and take them out before <br/><br/>they get to you (Trech Gun is particularly good against dogs), if they get <br/><br/>blown up in your face by the Betty then move behind the next one you have set<br/><br/>up, never worry about ammo when it comes to dog rounds as the last dog always <br/><br/>leaves a Max Ammo. Don't worry if you don't have Betties the first time the<br/><br/>dogs come, I never do, but if you stay far back by the unopened Teleporter C<br/><br/>door then you should have plenty of space to take them out before they get to<br/><br/>you.<br/><br/>Keep spinning for guns when you have crawlers at the end of the round and hope<br/><br/>for something good like an assault rifle or LMG they're great for racking up<br/><br/>points early on. Ray Gun is great but you have to be really careful of splash<br/><br/>damage (don't use it close-up on dog rounds) and the Wunderwaffe is awesome but<br/><br/>it's worth PaPing your preferred assault rifle/LMG before PaPing that. Also<br/><br/>Monkeys are a must but you won't really need them till the later teen rounds,<br/><br/>they're an incentive to keep using the box though.<br/><br/>If you've got at least one good weapon then it's worth getting the teleporters<br/><br/>on, do this when you've got crawlers and do all three teleporters in the same <br/><br/>round. Save on points when doing Teleporter A, go the long way from the <br/><br/>Mainframe instead of opening the door that's on the left of the PaP machine if<br/><br/>you're facing away from it, so open the door to the Trench Gun room and not the<br/><br/>stairs by the Juggernog, you'll have plenty of time to turn it on and get back<br/><br/>to the Mainframe to link it.<br/><br/>Now Teleporter C room is open you can defend from the catwalk, get Quick Revive<br/><br/>asap, it's cheap and it'll save you at some point. If you have them make sure to<br/><br/>place Betties in the corner at the end you can fall back into if you get caught<br/><br/>reloading or anything. PaP your good gun as soon as you can now and it'll make <br/><br/>tearing through zombies easy business, as they all come in one direction you <br/><br/>can burst fire directly at the heads and they'll all just run into it, remember<br/><br/>to make use of your grenades by chucking them to the bottom of the stairs to <br/><br/>get some crawlers and slow them down, remember to pick your time to use monkeys<br/><br/>(which are best thrown out the window to your left rather than downstairs) and <br/><br/>reloading carefully due to how much time it can take, remember you can stop <br/><br/>reloading and either switch to your secondary or you can press weapon switch <br/><br/>twice to go back to your weapon if it wasn't completely out of ammo. Another <br/><br/>good tip is that when you're reloading you can press weapon switch twice as <br/><br/>soon as the bullets in the bottom right hand corner that represent either your<br/><br/>clip or magazine appear reloaded and you can skip the rest of the reloading <br/><br/>animation, very useful for the Browning on WaW which had a slow reload time. If<br/><br/>dogs come now when you're at the catwalk make sure to place the Betties you get<br/><br/>at the beginning of a dog round on the stairs and on the catwalk and try and <br/><br/>take them out before they get close, if you go for the Bowie Knife that will <br/><br/>always take them out in two hits, though it's not really necessary and the <br/><br/>Bowie Knife is at its most effective earlier on before the teen rounds, you can<br/><br/>rack up huge points with it if you feel confident taking out many zombies with <br/><br/>it without getting overwhelmed, otherwise it's best to stick to headshots.<br/><br/>Oh and seeing as the Quick Revive is so invaluable (and cheap) in solo on Blops<br/><br/>make sure you pick up Quick Revive as soon as you open the double doors to<br/><br/>the Teleporter C room.<br/><br/>If you haven't got a PaP'd weapon early on because you either failed to make a<br/><br/>crawler or you've had appalling luck spinning on the box then a good strategy is<br/><br/>to defend from half way on the catwalk so that you can still jump out of the<br/><br/>window to the outside, just stay as long as you can but when they are about to<br/><br/>overwhelm you and you need to reload you can jump out and run, run straight<br/><br/>forwards then take the right out of the power generator area, then head for the<br/><br/>Thompson room, up the stairs and wait by the gap next to the bridge that you can<br/><br/>jump off back into the generator area. Hopefully you stayed on the catwalk long<br/><br/>enough to take out a fair amount of zombs, if so not many if any should spawn in<br/><br/>front of you on your little run there (and they should be managable). From here<br/><br/>wait till the come and headshot all as they come, then jump off, take that right<br/><br/>exit out and run back, rinse and repeat, keep a crawler when done if necessary.<br/><br/> * Rounds 9-?<br/><br/>So you're defending from the catwalk and you should have a good PaP'd weapon <br/><br/>now or very soon (unless you're really unlucky with the box), your next <br/><br/>priority should be Speed Cola and having a PaP'd secondary, weapon preference <br/><br/>is entirely up to you, a PaP'd Wunderwaffe and something you can run with is<br/><br/>good though.<br/><br/>How I like to play this is to place a betty halfway along the catwalk (before<br/><br/>the window you jump out of) and one at the back in the corner where the box<br/><br/>can sometimes move to (in case you get overwhelmed and have to fall back),<br/><br/>stand in front of the Betty near the window and wait till the zombies start<br/><br/>coming, when they do defend from there as long as you can and if you have to<br/><br/>then move behind the Betty, when you've taken out about maybe a bietween a<br/><br/>third and a bit less than half of the zombies that you'll be getting that round<br/><br/>(youll get used to it) then walk out of the window and run all the way past the<br/><br/>power switch and through the door on the right, then run towards Speed Cola and<br/><br/>basically walk through the Thompson room up to the bridge and wait next to the<br/><br/>bridge by the gap where you can walk off into the power switch area, don't<br/><br/>worry if you come across a few stray zombies on the way there you can't run<br/><br/>past, just take them out as quick as you can. Once here wait and when they all<br/><br/>follow you up aim down sight and spray a load of their heads off or Wunderwaffe<br/><br/>them. When they get close now just walk off the edge and take the same far door<br/><br/>you did last time (it's easier to get caught by a stray zomb in the other door)<br/><br/>then walk casually forwards past the Speed Cola and if you like wait by the<br/><br/>doorway near the Double-Barrel and again spray heads off as they come, then go<br/><br/>back up to next to the bridge and rinse and repeat. The reason I say walk<br/><br/>casually and not run is because if you go too fast there may be a few zombies<br/><br/>up by Double Tap whose AI decides it would be quicker for them to go downstairs<br/><br/>instead of follow your path.<br/><br/> * Rounds ?-?<br/><br/>At some point you may start finding that strategy difficult, if so you could<br/><br/>try spamming the electric barriers. At the beginning of the round wait a short<br/><br/>time for the zombies to start getting in to the map, then turn the barrier<br/><br/>near the original box position on. Now run up to the catwalk and pretty much<br/><br/>do what you did before in the previous rounds, points shouldn't be an issue<br/><br/>unless you're constantly spinning and PaPing new guns like a madman. If you<br/><br/>screw up don't hesitate to throw a Monkey, if you get molested by a group of<br/><br/>Nazi Zombies you weren't expecting then the last thing you want is to lose<br/><br/>your Juggernog which will leave you vunerable and your Quick Revive of which<br/><br/>you can only get a few times before it's gone for good in solo.<br/><br/>If you're using the 3-gun glitch make sure you have 3 good PaP'd weapons now<br/><br/>and if you run out of ammo and you're screwed for the next round it's probably<br/><br/>a good idea to drop your worst weapon for something else out of the box and<br/><br/>then PaP that, points are no problem later on anyway.<br/><br/>If you do get completely screwed and end up with no ammo mid-round then it's<br/><br/>time to start using the barriers and teleporters. If you're near the power<br/><br/>area or Teleporter C then if you can get the barrier in the power area on<br/><br/>then great, if the zombies are mostly on your side run for the teleporter<br/><br/>and use it when they start getting close (they'll get fried if they're too<br/><br/>close when you use it) then do what you'd do if you were near the Mainframe,<br/><br/>Teleporter A or Teleporter B, for A turn the barrier on by the Trench Gun<br/><br/>room entrance then wait in the A teleporter till they get close, for B turn<br/><br/>on the barrier at the entrance to the Thompson room then wait in the B<br/><br/>teleporter until its time to teleport or (and here's the better option) if<br/><br/>the barrier in the power area has cooled down you could jump off by the<br/><br/>bridge and get the power area barrier up then sit in C. If using a teleporter<br/><br/>spawns a good drop like a Max Ammo or a Bomb then get it, if you get a Max<br/><br/>Ammo you can always chuck a Monkey straight after to escape a crowd.<br/><br/>Mix and match your own strategies and try out some of the different PaP'd<br/><br/>weapons, the above is pretty much how I like to play it but others may prefer<br/><br/>to use other weapons and defend from other areas, go with whatever works for <br/><br/>you.<br/><br/> -----------------------------------<br/><br/> Keeping Your Ammo Levels High <br/><br/> -----------------------------------<br/><br/>The only problem from round 25+ when you have all your upgraded weapons and <br/><br/>perks should be ammo, even with Pack-a-Punched weapons it's very easy to run <br/><br/>out of ammo.<br/><br/>Early on the using the teleporters will spawn a random pick up (the Nuke, <br/><br/>Insta-kill, Carpenter, Double-Points or Max Ammo) near the Mainframe but soon<br/><br/>it starts spawning nothing, then it starts spawning dogs. A way to get a <br/><br/>pick-up every time (giving you a 1 in 5 chance of Max Ammo) is to have two <br/><br/>people minimum in a teleporter, get one to down themselves with a grenade and<br/><br/>have the other activate the teleporter for 1,500 points, when you both appear<br/><br/>at the Mainframe make sure to revive the dude that is down and check what <br/><br/>pick-up spawns in the Mainframe courtyard opposite the Pack-a-Punch, repeat as<br/><br/>many times as necessary as this way a pick-up will spawn every time - remember<br/><br/>that the person that went down now needs to buy all the perks they'll need<br/><br/>again.<br/><br/>Here's an expensive way to get your ammo back when you are really low, first <br/><br/>go to the box and trade your empty upgraded gun in for whatever comes up, <br/><br/>make sure you are the only person spinning and the majority of the time (90% <br/><br/>in my experience) you'll get the gun back in the next 5 or 6 spins, then <br/><br/>upgrade again and although you'll have spent 10,000 odd points you will have <br/><br/>refilled your ammo for that weapon.<br/><br/>Another strategy I'm not so keen on because of the performance of the gun is <br/><br/>to use an STG-44 and buy upgraded ammo for it off the wall every round - this <br/><br/>is actually a great strategy if you're playing with three others and you all <br/><br/>have the multiple guns glitch going, that way if you have three or four guns <br/><br/>and each of you has a PaP'd STG-44 you can each very quickly jump off the <br/><br/>catwalk, buy ammo for it and run back up the stairs, if a couple of you are <br/><br/>using it thoughout a round and alternating who's using their better weapons <br/><br/>you should keep your good weapons ammo levels high for everyone and your STG<br/><br/>-44 ammo full at the beginning of every round. It's a weak firearm even when <br/><br/>PaP'd after round 30 but with four people shooting and the barriers up it'll <br/><br/>help you survive until the next Max Ammo, especially as it's an easy gun to <br/><br/>scope headshots with looong bursts with Double Tap - definitely recommended <br/><br/>if you glitch for three+ guns.<br/><br/>On the same merit if you're all glitching for three+ guns each having PaP'd <br/><br/>Flamethrowers is useful even throughout round 30+, if you are defending from <br/><br/>the catwalk I recommend you shoot down from the catwalk at zombies coming <br/><br/>through the door, this way you aren't making it impossible for your teammates<br/><br/>to see zombies coming their way, personally I dislike the Flamethrower even <br/><br/>when PaP'd, but there are people who swear by it, depends on the strategy you<br/><br/>use really.<br/><br/>Remember if you see a Max Ammo to throw a Monkey (or even have everyone throw <br/><br/>Monkeys) before running for it and just before you pick it up, this will keep <br/><br/>the zombies away from you giving you plenty of time to get it and get back to <br/><br/>your post and the Monkeys will be replaced.<br/><br/>If you are funneling kills on the catwalk then you don't need all four people<br/><br/>firing at the same time unless a lot of zombies are headed your way, there's <br/><br/>no point in each of you hitting the same zombie a few times with a Ray Gun.<br/><br/>If anyone has any idea of the mechanics on how Max Ammo's are dropped (ie <br/><br/>based on kill streaks or the calculations for how often they are dropped) <br/><br/>please let me know and I'll credit you for your contribution or link to any <br/><br/>post you have made on it.<br/><br/> -----------<br/><br/> Story <br/><br/> -----------<br/><br/>This is going to be an in-depth look at the story that is presented in the<br/><br/>hidden radio messages, messages written throughout the map and some of the <br/><br/>dialog from the playable characters, if you want to see and hear this all for<br/><br/>yourself then there are a few things for you to search for in the Easter Eggs<br/><br/> section.<br/><br/>The story of Der Riese starts in Shi No Numa, where our cast of playable <br/><br/>characters are fighting Japanese imperial zombies in a Japanese swamp-like <br/><br/>area, activate all three radio messages in the starting room of Shi No Numa <br/><br/>and you will hear a message for a man called Peter (nothing much is known of <br/><br/>Peter, based on the radio message one could speculate he is either an <br/><br/>American considering the voice in the message talking to him was that of an<br/><br/>American, or he could be a Nazi that was in some way a part of the <br/><br/>experiments that lead to creating the zombies), the message starts and ends <br/><br/>with some co-ordinates (I will explain these towards the end of this Story <br/><br/>section)goes on to say that the DG-2 experiments are continuing but use of<br/><br/>'Element 115' is dangerous and that Peter needs to find Dr. Richtofen and<br/><br/>Dr. Maxis.<br/><br/>What happened to Peter? We know nothing about that, but there is a body <br/><br/>hanging in the starting room of Shi No Numa, hanging from quite high up<br/><br/>and with only one arm... It wouldn't be difficult to climb so high, tie a <br/><br/>slipknot, secure the rope on the beam and drop if you had both hands, but<br/><br/>this guy had one arm. It's possible this guy is Peter or the man that<br/><br/>contacted Peter, but more on this will come towards the end of this section.<br/><br/>We now assume that our team of playable characters hear this message and come<br/><br/>to Der Riese, the source of the zombie outbreak, to kill them all and sort <br/><br/>this mess out once and for all.<br/><br/>'Element 115' is introduced in Shi No Numa, it is a substance refined from a <br/><br/>meteorite that is used to power the Wunderwaffe DG-2 and the matter <br/><br/>transference (teleportation) experiments, it can be found stored in Shi No <br/><br/>Numa, so we can assume that the reason Richtofen is there could be something<br/><br/>to do with the collection of Element 115 for use in his and Dr. Maxis' <br/><br/>experiments.<br/><br/>Onto Der Riese, the name of the map is German for 'The Giant,' which is the <br/><br/>name of the project ran by Doctor Maxis and his group, Group 935. The <br/><br/>experiments they have created are easy to see all around you. First, the <br/><br/>characters teleport in (see the trailer for Der Riese), probably straight from<br/><br/>a location near Shi No Numa in Japan, afterall having a teleporter there would<br/><br/>be convenient for Maxis to transport Element 115 from there. It seems our <br/><br/>group has now teleported there to finish off all the zombies and destroy the <br/><br/>source of the outbreak.<br/><br/>Dr. Maxis and his assistant Edward were heading these teleportation <br/><br/>experiments, Edward is Dr. Richtofen - we know this because Richtofen is <br/><br/>mentioned in the message to Peter in Shi No Numa, in one of Richtofen's <br/><br/>in-game quotes he refers to himself as Ed and also in his in-game dialog he <br/><br/>says he created the Wunderwaffe, which Maxis wants to put into production for <br/><br/>the Nazis to use to win the second world war.<br/><br/>In one recording (currently not found in-game by anyone) Dr. Maxis <br/><br/>is heard giving a welcome message to new members of Group 935. He says to <br/><br/>the people he is welcoming that they volunteered to be there, so it sounds <br/><br/>like they aren't just forced Nazi scientists. He also states that they will <br/><br/>no longer have any contact with their government or families, so this must be<br/><br/>of the highest level of secrecy beyond even that of their own government. It <br/><br/>is worth noting though that in the radio message he says 'governments'...<br/><br/>Though it sounds like it may imply that Group 935 may be international it is<br/><br/>definitely a Nazi group, as evidenced in one recording where Sophia, secretary<br/><br/>to Dr. Maxis, is asked to deliver a letter detailing the failures produced by<br/><br/>the teleportation experiments (zombies) to their superiors in the Reichstag.<br/><br/>In another radio message we hear that they could not contain the asylum, here <br/><br/>they are referring to the map Verruckt which became full of zombies when some <br/><br/>Marines happened upon it and defended from inside of it. They may have been <br/><br/>using the asylum as they could find and keep human test subjects there for <br/><br/>their teleportation experiments, I'm just speculating again but it makes sense<br/><br/>for the zombies to be there that way though.<br/><br/>Now onto Dr. Maxis' daughter, Samantha. You can sometimes hear her taunting <br/><br/>you when you get the teddy bear, she's a young girl, she could be as young as 5<br/><br/>or as old as 12, it's never stated anywhere. The teddy bears in the maps and in<br/><br/>the mystery box and the Monkeys you can use were all her playthings, and you <br/><br/>can play with them with her when activating the flytrap (see the Easter Eggs <br/><br/> section), playing a game of hide and seek to find the toys she'll hide <br/><br/>around Der Riese.<br/><br/>Samantha can be heard in some of the radio conversations talking to her father.<br/><br/>He gets her a pet dog she names Fluffy (Fluffy can even be heard barking in one<br/><br/>of the recordings), this dog is pregnant and was soon to give birth to a <br/><br/>litter of puppies. Without Samantha knowing Maxis and Richtofen decided to use <br/><br/>Fluffy in an experiment with the teleporters, considering many of his previous <br/><br/>experiments had failed maybe he was using a dog because he though it would have<br/><br/>a different effect to that of transporting people or objects, this experiment <br/><br/>however was another failure. Fluffy didn't teleport to the Mainframe, but <br/><br/>disappeared into the teleporter. As Samantha came into the room Fluffy spawned<br/><br/>out of the electric like flash you see and hear when the Hell Hounds spawn in <br/><br/>the game, Richtofen escaped locking the door behind him with Maxis, Samantha<br/><br/>and Fluffy still inside the test area. Richtofen cooly says, "goodbye, Dr. <br/><br/>Maxis" and activates the teleporter with them inside.<br/><br/>This was how the zombie dogs came to be, as Fluffy was pregnant and lost inside<br/><br/>the teleportation Fluffy and her zombie pups would spawn throughout Der Riese, <br/><br/>coming out of the the teleportation in random places. See that electric flash<br/><br/>you get when you teleport? It's the same flash that happens when the dogs <br/><br/>spawn.<br/><br/>The fate of Samantha is a bit more difficult to explain. Samantha somehow<br/><br/>lives on in a seemingly supernatural way to haunt the players wherever they <br/><br/>seem to be, based on some of what Richtofen may say in-game, the radio <br/><br/>recording and how Samantha lives on I believe what happened when they were in<br/><br/>the experimental teleporter she also became 'lost inside' the teleportation, <br/><br/>much in the same way as Fluffy, though Fluffy and her spawn seem to come out of<br/><br/>the teleportation in random flashes at first routinely (every several rounds)<br/><br/>but then more and more often, as well as when the teleporters are over used <br/><br/>in-game. If it could trap Fluffy and her unborn puppies in such a way then <br/><br/>it's possible that Samantha somehow lives on 'inside' the teleportation, <br/><br/>disappearing inside that electric flash but not coming out, perhaps on <br/><br/>another plain of existence. She still manages some physical control in the <br/><br/>game though, in a kind of telepathic way, like when she moves the box when <br/><br/>you find her toy in it, or when you activate the Fly Trap and she hides her <br/><br/>toys.<br/><br/>Why Richtofen killed Dr. Maxis is an interesting subject. In his in-game dialog<br/><br/>he makes references of his affiliation with the Illuminati, which these days is<br/><br/>often referred to as a secretive group who pull the strings behind the figure <br/><br/>heads of modern society, in Der Riese there are hidden messages written in<br/><br/>Illuminati code (the Illuminati code is real and was used by the original <br/><br/>Illuminati group in the late 1700s and 1800s) that can be deciphered letter by<br/><br/>letter using one of the many guides available to find out what sybol represents<br/><br/>what letter.<br/><br/>Here are a couple of the hidden messages in Illuminati code:<br/><br/>"Faithful servant<br/><br/>Observe and report<br/><br/>The seed has been planted<br/><br/>Maxis must not know."<br/><br/>"Edward it's time to kill Maxis"<br/><br/>So Richtofen is a servant of the Illuminati and they wanted him to kill Maxis.<br/><br/>Is it me or does Der Riese alone have more story than the entire WaW campaign?<br/><br/>Sometime probably shortly after that last recording of Richtofen killing Maxis<br/><br/>another recording takes place where we hear a scientist say he's all out of <br/><br/>hope (funny, that line is pretty much the same as the end of the Shi No Numa <br/><br/>transmission to Peter), here we hear him adjusting controls and we hear the <br/><br/>sound of a teleporter being activated, then we hear a shield has been <br/><br/>activated, the man can't find his pills (cyanide pills to painlessly kill <br/><br/>oneself if a situation becomes hopeless and death is the best option), we hear<br/><br/>him hang himself as we hear hear zombies attacking the residents of Der Riese.<br/><br/>If you go to the balcony where the box can spawn (by Teleporter B, the one <br/><br/>above the Thompson room) and look across to an inaccessible part of the map to<br/><br/>a dimly lit and exposed part of the building opposite, below the outer railing<br/><br/>and in the exposed part of the building where the walls have been blown in/out<br/><br/>there is a pair of legs dangling, the legs of a man that hung himself, most <br/><br/>likely the man in this recording. This is when the resident of Der Riese are <br/><br/>all killed and zombies take over it. The message started with this German <br/><br/>scientist say he's all out of hope, the Shi No Numa transmission to Peter ends<br/><br/>with the American voice say he's almost out of hope, seems like an appropriate<br/><br/>time for us to go back to the subject of Peter and the man that contacted him.<br/><br/>The message to Peter in Shi No Numa was from someone who clearly wasn't German<br/><br/>and yet the man who sent it seems to be working for or with Group 935, so <br/><br/>maybe he's a spy for Group 935 (Maxis mentions in one recording he has <br/><br/>informants in America) or he works with an affiliate group that is also <br/><br/>experimenting with Element 115. The co-ordinates he leaves that point to <br/><br/>Nevada in the USA could be linked to recording where Maxis mentions his<br/><br/>American informants, this man could be the 'Area 51' informant, without any<br/><br/>more info though we just don't know.<br/><br/>Why the guy in Shi No Numa in the room that has the message to Peter is <br/><br/>hanging with only one arm is confusing. Hanging yourself from a rood with one<br/><br/>arm after you've just lost it would be too difficult, furthermore why do it? <br/><br/>If he was hung by someone else then the only reason I can think of is as some<br/><br/>sort of warning, to who though I have no idea, maybe whoever did it knew <br/><br/>someone (like the man who sent the radio message) would be looking for him, <br/><br/>as a warning they knew too much and were getting involved in something they <br/><br/>shouldn't be. I think it's possible that Richtofen did it as a part of his <br/><br/>work for the Illuminati, it would make sense as he was in Shi No Numa and <br/><br/>certainly is capable of blowing a mans arm off and hanging him. It also makes<br/><br/>sense for Richtofen to be there as there's a teleporter to Der Riese (the one<br/><br/>our cast use to get to Der Riese) and there's a store of Element 115 in Shi <br/><br/>No Numa (look at the boxes in the room next to where you start and at other <br/><br/>points of Shi No Numa, some are labeled as 115). The fact that a teleporter<br/><br/>from Shi No Numa exists also would explain why Imperial zombies exist there<br/><br/>if Japanese soldiers had attempted or were forced to use it and were zombified<br/><br/>much like the Nazi soldiers in the other Zombies maps, in fact based on the <br/><br/>signs (or rather, planks of wood) hidden in Der Riese (one in each teleporter<br/><br/>room) there might be other teleporters in the world as the signs read 'ENG',<br/><br/>'FRA' and 'GER', for England, France and Germany.<br/><br/>Back to Richtofen, throughout Der Riese he tries to keep his identity a secret<br/><br/>as evidenced by some of his dialog:<br/><br/>RICHTOFEN: If I remember correctly we must now activate the central Mainframe-<br/><br/> I mean oh, this is so confusing!<br/><br/>There's more that that though, it seems he doesn't want the other characters<br/><br/>to know of his involvement (although sometimes he may take credit for creating<br/><br/>the Wunderwaffe, which you would most likely get after you've activated the <br/><br/>Mainframe anyway), but our cast knows he has something to do with it all.<br/><br/>All of Richtofen's lines that suggest he wants his work here to be a secret<br/><br/>are all lines you'd expect to hear early in a game, before activating the <br/><br/>Mainframe or when first approaching a teleporter, so perhaps it is canon that<br/><br/>our team hears the recordings hidden throughout Der Riese and realises who<br/><br/>Dr. Richtofen really is. This is shown throughout dialog later on...<br/><br/>DEMPSEY: Hey Richtofen, what does all this **** mean?!<br/><br/>DEMPSEY: I think Richtofen knows more about what's going on than it seems!<br/><br/>The other characters have dialog that suggest they have figured out Richtofen<br/><br/>was involved in the work at Der Riese as well.<br/><br/>In one other recording it is revealed that Dr. Maxis planned on infiltrating an<br/><br/>American base in Nevada (cue conspiracy nuts... DUN DUN DUUUUUUN: Area 51, it's<br/><br/>probably what is been referenced here), he planned on taking their large supply<br/><br/>of Element 115 as, evidenced in another recording, he was running out of Element<br/><br/>115 to experiment with. Going back to the original Shi No Numa message though I<br/><br/>mentioned it started and ended with co-ordinates...<br/><br/>I did not discover these co-ordinates, the person that told me about them found<br/><br/>out through a YouTube use called KillerFinland who has a number of Nazi Zombies<br/><br/>videos you should check out.<br/><br/>These co-ordinates roughly lead to a location in the Nevada desert (hinting at<br/><br/>the secret military base Area 51) and a place in Russia where a comet exploded<br/><br/>shortly before it would have hit the Earth (literally only several kilometers<br/><br/>above ground), this area is known for this incident, the 'Tunguska Event'. The<br/><br/>comet exploded with the force of over 1,000 times that of the Hiroshima Bomb.<br/><br/>So we know that Area 51 has a store of Element 115 and we know that Element 115<br/><br/>is refined from a comet, it's no coincidence that the Tunguska Event, the<br/><br/>location of a HUGE explosion caused by a comet, is referenced. Maybe Treyarch<br/><br/>had these two places in mind for future Nazi Zombies maps.<br/><br/>So we know the zombies, hounds and Samantha are all the result of failed<br/><br/>experiments with the teleporters, we know that the super weapons (the Ray Gun<br/><br/>and Wunderwaffe), the teleporters and Pack-a-Punch machine were all the results<br/><br/>of Group 935's work with Element 115. Now onto the who and why of Edward...<br/><br/>From what we know it seems Richtofen was an undercover agent of the Illuminati,<br/><br/>I believe he was there to assist Dr. Maxis, an expert in his field, with the<br/><br/>Element 115 experiments and then when he had completed all the hard work <br/><br/>Richtofen was to kill him and claim all the research and materials for the <br/><br/>Illuminati - thus this secretive group would now be even more powerful.<br/><br/>But why did our cast of zombie killers return to Der Riese together? Do they <br/><br/>mean to destroy Der Riese and put an end to the seemingly infinite respawnin <br/><br/>zombies and dogs and Samantha or did Richtofen lead them there in a means to <br/><br/>collect what he needs from Der Riese and kill the rest of our cast who now know<br/><br/>to much, or maybe to destroy Der Riese when he got what he needed and make sure<br/><br/>Dempsey, Takeo and Nikolai die with it? For now, we don't know. We don't even <br/><br/>know anything much about Dempsey, Nikolai or Takeo or why they were in Shi No<br/><br/>Numa, this really bugs me, I know Dempsey as a Marine may have been fighting<br/><br/>in Japan at that time, and sure it makes sense that Takeo, a Japanese officer,<br/><br/>would be in Japan, Nikolai I'm not so sure about but I can't help but think<br/><br/>there may be more to why they're there, or something we've missed. I've heard<br/><br/>theories that Dempsey could be Peter, the man from the recording, and that even<br/><br/>zombies have said Peter to him in-game but I've never heard any soundfile that<br/><br/>proves this. Hopefully one day we'll learn more of our cast and their motives.<br/><br/>Sadly Treyarch have confirmed there will be no more map packs as they are<br/><br/>focused on their next game right now so who knows, maybe Treyarch will continue<br/><br/>this story in their next title, Call of Duty 7 (working title). This seems very<br/><br/>likely for three reasons, one, Nazi Zombies has a big cult fanbase and made<br/><br/>Treyarch and Activision a lot of money from the DLC, two, the devs at Treyarch <br/><br/>love Nazi Zombies, three, a certain message written in Illuminati code on a <br/><br/>whiteboard at Treyarch they make very visible in a tour of their studio by<br/><br/>Inside Xbox, the message reads:<br/><br/>"Edward is alive"<br/><br/>"To the community, the fans and our families, thank you, we shall return."<br/><br/> --------------------------<br/><br/> Story Quick Overview <br/><br/> --------------------------<br/><br/>I won't go into the evidence that supports what I say here, if you want that <br/><br/>then read the full Story section above.<br/><br/> * A radio message in Shi No Numa details co-ordinates that lead to an area in<br/><br/> Russia where a meteor exploded several km's above ground, this event is real<br/><br/> and known as the Tunguska Event.<br/><br/> * In Der Riese the teleporters, Ray Gun, Wunderwaffe and PaP machine are all<br/><br/> the result of experiments with a substance called Element 115, we find out<br/><br/> this is refined from a meteorite, this is most likely referring to the <br/><br/> Tunguska meteorite. There's a store of Element 115 in Shi No Numa.<br/><br/> * These experiments were done by a secret Nazi research group called Group<br/><br/> 935.<br/><br/> * The zombies, hounds and the girl we hear in the map are all the result of <br/><br/> failed experiments with the teleporters.<br/><br/> * The girl we hear in the map is Samantha, daughter of the head of Group 935<br/><br/> at Der Riese, Dr. Maxis.<br/><br/> * Richtofen worked with Dr. Maxis, but we find out Richtofen was actually <br/><br/> receiving messages in Illuminati code that suggest he could be some kind of<br/><br/> spy. Richtofen has many lines of in-game dialog that state he works for the<br/><br/> Illuminati.<br/><br/> * In fiction the Illuminati are often referred to a secret group that pulls<br/><br/> the strings behind the figure heads of society (i.e. politicians, monarchy),<br/><br/> though the Illuminati can in real life refer to groups both real and<br/><br/> fictional (look it up if you like).<br/><br/> * Richtofen receives a message in Illuminati code that tells him to kill Maxis,<br/><br/> he does so by locking Maxis in a teleporter room with the first zombie dog,<br/><br/> Samantha was in there as well but Maxis uses the teleporter to try and <br/><br/> teleport her out of there, she ends up 'lost' in the teleporter and becomes<br/><br/> the supernatural being we hear taunting us.<br/><br/> * We hear in a recording that a German scientist who claims to be out of hope<br/><br/> does something with some control panels that sounds to activate some kind of<br/><br/> shield possibly in an attempt to contain the zombies, all hell breaks loose<br/><br/> in Der Riese from then.<br/><br/> * Our cast of zombie killers teleport to Der Riese from Shi No Numa, most <br/><br/> likely to try and destroy Der Riese and thus hopefully put an end to the<br/><br/> seemingly infinitely spawning zombies and dogs as well as Samantha. <br/><br/> Richtofen is a servant of the Illuminati though and his motives really are<br/><br/> unknown, as for the rest of the cast we never learn much about their pasts<br/><br/> or motives that is relevant to why they would otherwise be in Der Riese.<br/><br/> * What happens from here we don't know but Treyarch have hinted that Zombies<br/><br/> will return and have even said Richtofen is still alive (out of game in a<br/><br/> tour of their studio, the messages were written in Illuminati code).<br/><br/>This is how I interpreted the story, but I back up everything I say with<br/><br/>evidence in the game, I still see people saying that the zombies came from<br/><br/>the meteor or that Group 935 experimented to make them and other misinformation<br/><br/>but if you check the recordings and put them in the order they take place it's<br/><br/>clear what happened. Although I'd love to continue writing up the story in<br/><br/>order with Kino Der Toten and all the new maps there are to come I will be<br/><br/>following it but I won't be adding it to this guide, I just don't want to be<br/><br/>updating it forever. That said although the recordings that tell KDT's story<br/><br/>are a lot more well hidden there is a lot there and some interesting character<br/><br/>dialog too, I can't wait to see where they take the story and our lovable team<br/><br/>of foul-mouthed zombie killing badasses next!<br/><br/> -----------------<br/><br/> Easter Eggs <br/><br/> -----------------<br/><br/> * Theme Song<br/><br/>The theme song for this map is 'Beauty of Annihilation' and you can get it to <br/><br/>play by holding the use button in front of each of the three green jars <br/><br/>containing spines found in Der Riese, one is in a room adjacent to Teleporter <br/><br/>B (opposite the balcony the box can spawn on) and the other two are found in <br/><br/>the area with the Trench Gun (one is by the stairs and the other is opposite), <br/><br/>you will hear a quiet sound to acknowledge you've checked them, you can only <br/><br/>hear this little sound effect once for each one each game and you can only <br/><br/>activate the song once per game.<br/><br/>The song is called 'Beauty of Annihilation' by Kevin Sherwood and Elena<br/><br/>Siegman. The excerpt of the song you hear at the end of a game when you all<br/><br/>die is '115', again it is composed by Kevin Sherwood with vocals by Elena<br/><br/>Siegman.<br/><br/>Find Kevin Sherwood's facebook music page here:<br/><br/>http://www.facebook.com/pages/Kevin-Sherwood/119272406300<br/><br/>And Elena Siegman's here:<br/><br/>http://www.facebook.com/elenasiegman<br/><br/> * Hidden Recordings<br/><br/>There are several hidden recordings in Der Riese, to hear them find the radio <br/><br/>and hold the use button when you are close to them (there will be no prompt <br/><br/>to do so), here are the locations:<br/><br/> 1: Face the Pack-a-Punch machine, do a 180 so you are facing away from it <br/><br/> and behind the stairs to your right are a couple of barrels, there is a <br/><br/> portable radio on the left of the leftmost one.<br/><br/> 2: In the Trench Gun room above a door to the right of the mystery box spawn<br/><br/> when you are directly facing it, hold use when looking at the big dark <br/><br/> rectangle bit at the top of the door.<br/><br/> 3: When entering Teleporter Room A head around the big steaming tank thing <br/><br/> in the middle of the room and look inside the oven to your right, this radio <br/><br/> is suitcase sized.<br/><br/> 4: In the room above the Thompson room, adjacent to Teleporter Room B, on a <br/><br/> filing cabinet in the corner to the left of the door, this radio is about the<br/><br/> size of a suitcase.<br/><br/> 5: As you enter Teleporter Room B the ladder on the left tank (the ladder <br/><br/> facing the door not the one on the other side) has a portable radio that you <br/><br/> can just about see when you are standing up, it's between the 5th and 6th bar<br/><br/> down, hanging off the 5th, crouch down to be close enough to activate it.<br/><br/> 6: At the bottom of the stairs to the catwalk in Teleporter Room C there is <br/><br/> a suitcase sized radio on top of the shelves.<br/><br/> 7: If you stand in Teleporter C looking out to the front of the building <br/><br/> then to your left is the door leading down into a small area where you can <br/><br/> buy the Stielhandgranate (grenades), walk down to the end of this area and at<br/><br/> the dead end it is hard to make out because it's dark but you can find a <br/><br/> portable radio behind the remaining bits of wooden boards.<br/><br/>There's another recording hidden in the games files but it seems they didn't <br/><br/>implement it in-game, this eighth recording has been uploaded to YouTube by a<br/><br/>few users if you want to hear it.<br/><br/> * Hidden Illuminati Messages<br/><br/> 1: In the mainframe area you start off in, go down the stairs and turn 90<br/><br/> degrees to your left there's a long grate to the left of the stairs (not the<br/><br/> one in front of them) that goes along the floor, search this to find a small<br/><br/> scrap with the code at the end (the end near the bottom of the stairs), it <br/><br/> says:<br/><br/> "Edward it's time to kill Maxis"<br/><br/>If you hold use whilst crouched and aiming at it you'll hear your character<br/><br/>grunt (may take a couple tries to get it at the right angle), some people say<br/><br/>this increases the fruency of drops you receive for killing zombies (the all <br/><br/>important Max Ammo, Double-Points, the Bomb and Carpenter) throughout a game,<br/><br/>after a couple of tries playing solo I noticed I was getting a few more drops<br/><br/>than usual, but still this may be coincidence, requires further testing.<br/><br/> 2: In the room with the Stielhandgranate on the right as you enter the<br/><br/> Teleporter B room, it's on the ceiling in the exposed part in the middle, it<br/><br/> says:<br/><br/> "Faithful servant<br/><br/> Observe and report<br/><br/> The seed has been planted<br/><br/> Maxis must not know."<br/><br/>I've found that you actually get your character to acknowledge this one with<br/><br/>a grunt too if you look directly up to it and hold use but it, like the other<br/><br/>one, can sometimes be picky about when it lets yor character respond.<br/><br/> * The Fly Trap<br/><br/>The Fly Trap: this one is interesting, in WaW this got you get the 'Elevate <br/><br/>Your Senses' trophy/achievement. When standing at the spawn point face the<br/><br/>Pack-a-Punch machine, go through the door to your right once it's open and<br/><br/>opposite the door you can open to get into the Trench Gun room is a window<br/><br/>zombies can enter through, look through the very left of this window, straight<br/><br/>down the alley there is a control panel on one of the pillars (easiest to see<br/><br/>with a PTRS but still easily visible with other guns), shoot it with a PaP'd<br/><br/>gun and you'll hear Samantha say "Let's play hide and seek!" Keep looking in<br/><br/>that direction and you'll see eight flashes of light fly into the air, these<br/><br/>objects will now be in the possession of two teddy bears and a monkey that<br/><br/>will appear around the map, you're gonna want to shoot what the teddy bears<br/><br/>are holding and the Monkey. Here are the locations:<br/><br/> <br/><br/> 1: Walk up the stairs to the spawn area, face the Pack-a-Punch machine and<br/><br/> look 90 degrees to your right, now look up at the hole towards the top of <br/><br/> the building, scope it in and shoot it.<br/><br/> <br/><br/> 2: In the Trench Gun room face directly where you can buy the Trench Gun,<br/><br/> then turn 90 degrees to your right and walk into the dead end, look now in<br/><br/> the cages and you'll see it in the bottom one on the left.<br/><br/> <br/><br/> 3: In the flames of the incinerator in the Thompson room.<br/><br/>You'll hear Samantha say that it's game over and you win, after this some <br/><br/>people have said they've encountered strange audio glitches like certain <br/><br/>sound files (like when you pick up a Max Ammo) at random times, the few <br/><br/>times I bother with doing this I've never noticed anything really. It's been<br/><br/>said that there was supposed to be more to this map but Treyarch had to rush <br/><br/>it which is why the story was left a bit open ended and the Fly Trap thing <br/><br/>didn't really go anywhere.<br/><br/> * A Few Interesting Things<br/><br/>You can annoy Samantha by chucking a Monkey into the flaming oven in the <br/><br/>Thompson room, she'll ask you why are you been so mean to Mister Monkey and say<br/><br/>that he only wanted to play, implying the Monkeys were her toys much like the<br/><br/>teddy bears, this is further proven by dialog of the Monkey itself, some times<br/><br/>if you throw one you can hear it say, "You're not Sam" before he explodes.<br/><br/>The Type 99 is not available in Der Riese, no matter what people say or what <br/><br/>you've seen on YouTube you can not get it by any conventional means as of <br/><br/>now. The upgraded version of this gun was supposed to be called 'The <br/><br/>Eviscerator'.<br/><br/>There was going to be an Amm-O-Matic machine that was similar to the other <br/><br/>perk venders, it was designed to give Max Ammo but it was scrapped shortly <br/><br/>before Der Riese was released, shame considering ammo is the biggest problem <br/><br/>in Der Riese.<br/><br/>'Der Riese' is German for 'The Giant' - which is the name of the secret Nazi <br/><br/>project going on there. The map was not named after Derice Bannock from Cool <br/><br/>Runnings. Derice mon!<br/><br/>The light that one can see in a beam from the mystery box to the sky is<br/><br/>similar (though obviously much smaller) to that described by many <br/><br/>eyewitnesses of the Tunguska Event (as referenced in the map Shi No Numa, I<br/><br/>mention it in more detail in the Story section), a bright, light blue<br/><br/>beam that went up into the heavens, read the selected eyewitness reports on<br/><br/>the Wikipedia page for more info.<br/><br/>The more you use the teleporters the more the effects seem to take their toll<br/><br/>on you, after several uses your vision may be affected, sometimes going black<br/><br/>and white temporarily or even red, other effects included being dazed as if<br/><br/>you were just hit by a stun grenade and hearing a high pitched feedback sound<br/><br/>(just like when you're hit by a flashbang in other Call of Duty games).<br/><br/> * The Red Liquid<br/><br/>By Teleporter B is a small adjacent room opposite the balcony, inside this <br/><br/>room is a window, Stiehandgranate and a table with a beaker with a red liquid<br/><br/>inside, if you get close to it pointing your crosshair on the beaker of red <br/><br/>liquid and hold the use button (Square for PS3, X for 360, F for PC) you'll <br/><br/>hear your character make a groan or exhale of some sort as if they had just <br/><br/>drank from it.<br/><br/>Some people claim that this 'tops up' your Juggernog so you can take a little<br/><br/>more damage, others have said you should take it if you accidentally <br/><br/>electrocute yourself if you are the Wunderwaffe user as electrocuting ones <br/><br/>self leaves one more vulnerable (they will go down in one hit, I can confirm <br/><br/>from experience that the liquid doesn't cure that vulnerability though, only <br/><br/>going down and getting revived does).<br/><br/>One thing I noticed when playing as Richtofen was that one time I took it he <br/><br/>said something along the lines of "This will come in useful!" (or something <br/><br/>to that effect) when I made him take it, so based on that dialog it sounds <br/><br/>like it may have some kind of positive effect, also as Dr. Richtofen worked<br/><br/>there on all the experiments it is likely he'd know what it does. If you can<br/><br/>get other responses from the other characters (like Dempseys, "Hey <br/><br/>Richtofen, what does all this **** mean?!" response) this is most likely<br/><br/>because your characters are near to the blackboard or board behind the red <br/><br/>liquid which can get a response out of your character.<br/><br/>I've done a lot of testing with this and it seems that it does absolutely<br/><br/>nothing, it doesn't affect your health or Juggernog anymore than your gun<br/><br/>camo affects its performance.<br/><br/> * Other Stuff You Can Interact With<br/><br/>There are a few things that holding the use button over can get a reaction<br/><br/>out of your character, here are a few examples:<br/><br/> The two Illuminati coded messages (character makes a groan kind of sound).<br/><br/> The board behind the red liquid and possibly the red liquid in the room <br/><br/> adjacent to Teleporter B with the Stielhandgranate (character makes the <br/><br/> same groaning sound, sometimes may say other character specific things).<br/><br/> The board behind where the box can spawn in the Trench Gun room to the<br/><br/> right of the blackboard.<br/><br/> The board in the Teleporter C room on your right when you walk in the room,<br/><br/> it's the one to the left of the map of Der Riese.<br/><br/> The bloody paw-print when you have your crosshairs directly over it, this<br/><br/> is located in the Teleporter C building, as you go in head up the small<br/><br/> stairs in front of you and go right, to your right should be the little<br/><br/> underground passage, to the left is a wall with the paw-print.<br/><br/> * Character Models<br/><br/>The characters you play as all share their character models with other <br/><br/>characters from the games campaign, Tank Dempsey is Polonsky, Nikolai Belinski<br/><br/>is Chernov, Takeo Masaki is a Japanese enemy from the very beginning of the <br/><br/>game (the one Roebuck kills before you get given your first gun in the mission<br/><br/>'Semper Fi') and Doctor Richtofen is General Amsel (the Nazi you assasisnate <br/><br/>in the mission 'Vendetta').<br/><br/> ---------------------<br/><br/> Everything Else <br/><br/> ---------------------<br/><br/> * Thanks<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/> -KillerFinland for detailing where the co-ordinates from Shi No Numa lead.<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 2009-2010 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 (12/2009 - This is an edited version of my Der Riese Guide for World<br/><br/> -11/2010) at War that is at 1.9 as I write this.<br/><br/>v1.1 (11/2010) - Updated the weapon PaPing section, rewrote all the bits in<br/><br/> the strategy sections referring to WaW weapons that are no<br/><br/> longer relevant and made a few changes to accomadate for the<br/><br/> use of some of the new weapons.<br/><br/>v1.2 (11/2010) - Added the Drops section, mostly copied and pasted from the<br/><br/> guide I've written for Five.<br/><br/>v1.3 (12/2010) - Removed the sub-section regarding seeing the meteorite<br/><br/> outside the map on Shi No Numa as it no longer works on the<br/><br/> Black Ops version of SNN, or at least a single zombie can<br/><br/> now kill you even if you have Juggernog unlike the original<br/><br/> WaW SNN. It is still in the WaW version of the guide (over<br/><br/> in the World at War FAQs section on GameFAQs.com/IGN.com).<br/><br/> "Be excellent to each other."<br/><br/> - Bill & Ted's Excellent Adventure<br/><br/>Thanks for reading!<br/><br/>CC<br/><br/>©2012-05-04, IGN Entertainment, Inc. All Rights Reserved