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Zombie Survival Guide: Weapons, Tactics and more

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  •  
    Dec 16, 2010 9:54 pm GMT
    Black Ops was a huge release, and Zombies is clearly one of it's advantages. The following is a reasonably comprehensive guide to Zombies and how it works, to help you survive longer. In this guide is general Black Ops Zombies info and more specific tactics about Kino der Toten and Five. Kino is automatic whereas Five is unlocked by completing the campaign.



    1: Introduction
    i: How to Turn on the Power - Kino Der Toten
    ii: How to Pack-a-Punch (PaP)- Kino Der Toten
    iii: How to turn on the Power - Five
    iv: How to Pack-a-Punch (PaP) - Five

    2: Types of Zombies

    3: Points
    i: Values
    ii: Barricades

    4: Weapons
    i: Weapons List
    ii: PaP Weapon Descriptions

    5: Zombie Health

    6: Power-Ups

    7: Perks

    8: Tactics
    i: Survival tips
    ii: Points tips Zombies can be played with 1 to 4 players and the tactics you use largely depends on how many players you have. The number of zombies each round also largely depends on the number of players. Zombies is a survival game in which the player must survive endless waves of zombies until they are overwhelmed. The player earns points which can be spent on weapons, perks, clearing obstructions, traps and the Mystery Box. The player starts with a M1911 loaded with 5 magazines, finding that zombies are breaking in through the four windows in the first room. The player must kill all the zombies on the map to proceed to the next round, in which there are more zombies with more health. The Zombies pull away the boards and climb through to attack you (Note: Zombies attack through windows). The power isn't turned on, though the power is essential for many things. The power is turned on in the Stage part of the theater. The Pack a Punch Room is a room where you can upgrade your weapons by putting them into a Pack a Punch Machine which costs 5000 points. This upgrades even the worst weapons into awesome weapons of destruction. How to turn on the power - Kino Der Toten: The power is in the stage part of the theater where the huge curtains are. You can get there by either taking the path to the right, or the path to the left. Left has an AK-74u, 2 Mystery Boxes and the MPL. Right has the MP40, Stakeout and 3 Mystery Boxes. Your decision, as they both cost the same.

    The power is located by the M16. The curtains raise, and a large scuffling noise occurs as well as dirt dropping from from the roof. The front doors to the first room open up. Crawler zombies now crawl down the roof. It will cost you 4250 points minimum.


    How to Pack-a-Punch - Kino Der Toten:

    Once the power is turned on you must turn on the teleporter (found right in front of the power switch) by holding the button it says on it until you hear a click, then you have to run to the first room and activate the pad (a glowing circle, where you spawn to begin with) and go back to the teleporter. Hold again to be teleported up to the Pack a Punch room.

    Once in the Pack a Punch room, you must find the Pack a Punch machine (opposte the large window) and put your chosen weapon into it. Make sure to grab your upgraded weapon. Congratulations for your new awesome weapon!!



    How to turn on the Power - Five:

    Five is composed of three levels and the power is on the bottom level. The power is found on the bottom floor, down both elevators. Unlike Kino there is only one way to the Power and you must open a door and clear all debris in your way. Start by opening the white door, then clear the debris in front of the elevator. Go down the elevator to the War Room, then down the stairs to the floor of the War Room, clearing debris to the elevator. Go down it to the Labs. This is a huge level with tons of rooms in it. All of them need to be unlocked to access, except the power switch. Go down the hallway until you see a room labeled with a 3. Turn on the power switch. This now activates all the teleporters on the map. These teleporters will randomly teleport you to other locations within the map. The power also activates the perk machines, and DEFCON switches. It will cost you 4250 points minimum.



    How to Pack a Punch - Five: On the middle floor of the Pentagon - The War Room - there are five switches with DEFCON written on them. You must find them and activate all five after which the Pack a Punch Room can be accessed via any and every teleport.





    Zombies come in 5 different varieties which all have the same health per round. These are:

    Normal Zombies - will walk at you and hit you when within range. Require two hits to kill you.

    Runner Zombies - will run at you and hit within range and take two hits to kill you

    Crawler Zombies - are zombies without legs that will crawl at you with their arms at an extremely slow pace. Difficult to see at times.

    Gas Zombies - Crawl at two paces: fast and slow. Faster ones crawl at a slightly slower pace than runner zombies and take two to three hits to kill you. When they die from any weapon other than the ray gun, thunder gun and knife they let off a gas explosion which causes you and other zombies damage. They appear when you turn the power on and crawl down the walls.

    Hellhounds - Dogs (stronger), flamed dogs(weaker), that sprint and leap at you. Appear on different Rounds depending on whether you open doors.

    Pentagon Thief - Exclusive to Five, he takes your guns and follows you through teleports. High health levels.


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



    Board Repair:

    Repairing Boards is a way to earn points and each board is worth 10 points. There is a cap to the amount of points you may earn in each round, and they are:

    Round 1: 40 points
    Round 2: 90 points
    Round 3: 140 points etc. Knives:


    Knife- Equpped to begin with. Slower knifing

    Bowie Knife- Massive Knife Damage. (+ its a massive knife). Replaces knife.

    Ballistic Knife- Revives PaP'd. Fast Knifing.

    All weapons but AK74u, MP40, Stakeout, Olympia, M14, MPL, M16, Claymores and the Bowie Knife are exclusive to the Mystery Box.

    Assault Rifles:

    FN FAL
    G11
    Galil
    M14
    Commando
    M16
    FAMAS Sub Machine Guns:

    Spectre
    AK74u
    MP40
    MPL
    MP5k

    Pistols:

    CZ75
    CZ75 Dual Wield
    PM63
    M1911
    Python

    Light Machine Guns:

    RPK
    HK21
    AUG

    Shotguns:

    SPAS
    Stakeout
    Olympia
    HS10

    Sniper Rifles:

    L96A1
    Dragunov


    Explosive Weapons:
    Cymbal Monkeys- Monkey which draws zombies in, but not hellhounds.
    Crossbow w/ explosive arrow
    China Lake
    M72 LAW
    Claymores

    Special:

    Thunder Gun

    Winter's Howl(Exclusive to Five)

    Ray Gun





    RPK

    Upgrade: R115 Resonator

    Effect: Large Magazine, Increased Damage

    w/ Speed Cola, one of the best.


    M72 LAW

    Upgrade: M72 Anarchy

    Effect: Large Magazine, Semi-Auto

    w/ Speed Cola, one of the best. Watch for shooting too close.


    China Lake

    Upgrade: China Beach

    Effect: Large Magazine, Increased Damage

    I would personally avoid this weapon completely.


    CZ75

    Upgrade: Calamity

    Effect: Increased Damage, Automatic.

    OK PaP'd.


    CZ75 Dual Wield

    Upgrade: Calamity & Jane

    Effect: Large Magazine, Increased Damage, Automatic

    Good PaP'd. w/ Speed Cola


    Python

    Upgrade: Cobra

    Effect: Large Magazine, Increased Damage, Speed Reload

    Better for earlier rounds. Better w/ Double Tap


    Commando

    Upgrade: Predator

    Effect: Large and Dual Magazines, Increased Damage

    Average weapon.


    G11

    Upgrade: G115 Generator

    Effect: Large Magazine, Increased Damage, Automatic

    Best w/ Speed Cola and Double Tap, one of the best.


    Galil

    Upgrade: Lemantation

    Effect: Precision Sight, Increased Damage

    Average Weapon.


    AUG

    Upgrade: AUG-50M3

    Effect: Increased Damage, Precision Sight, Under-mounted Shotgun

    Great weapon. Best w/ Speed Cola


    SPAS

    Upgrade: SPAZ-24

    Effect: 2X Magazine Size, Increased Range, Automatic, Fast Reload

    Good Weapon. FAMAS

    Upgrade: G16-GL35

    Effect: Precision Sight, Large Magazine, Increased Damage

    Good weapon PaP'd.


    HS-10

    Upgrade: Typhoid & Mary

    Effect: Dual Wield, Large Magazine

    Can be a hell of a weapon with perks, but takes practice. Dragunov

    Upgrade: D115 Disassembler

    Effect: Quick Scope, Increased Damage

    Avoid Snipers! L96A1

    Upgrade: L 1 1 5 Isolater

    Effect: Quick Scope, Large Magazine, Increased Damage

    Avoid Snipers!


    Ray Gun

    Upgrade: Porter's X2 Ray Gun

    Effect: Increased Damage, Large Magazine

    Best weapon in groups.


    Ballistic Knife

    Upgrade: The Krause Refibrillator

    Effect: Faster Melee, Glow

    Revives teammates. Essential in groups, one of the best.


    Crossbow Explosive Tip

    Upgrade: Awful Lawton

    Effect: Attracts zombies

    Funny.


    Thundergun

    Upgrade: Zeus Cannon

    Effect: 2x Magazine, Increased Impact Damage

    Best w/ Speed cola. One of the best.


    Winter's Howl

    Upgrade: Winter's Fury

    Effect: Large Magazine, Longer Frieze Time

    Good w/ Speed Cola.


    M1911

    Upgrade: Mustang and Sally

    Effect: Small Mag, Dual Wield, Grenade Launcher

    Watch firing too close. M14

    Upgrade: Mnesia

    Effect: Large Mag, Increased Damage

    w/ Speed Cola. Bad long term unless extremely accurate.


    AK-74u

    Upgrade: AK74fu2

    Effect: Precision Sight, Large Magazine and Increased Damage

    OK PaP'd


    MP40

    Upgrade: The Afterburner

    Effect: Large Mag, Increased Damage

    More effective as a points getter - gateway to better Pap'd weapons


    Stakeout

    Upgrade: Raid

    Effect: Large Magazine, 2 Shells Reload, More Power, Increased Damage, Increased Range.

    Great for dogs. Best w/ Speed Cola and Double Tap.


    MPL

    Upgrade: MPL-LF

    Effect: Large Magazine,Precision Sight

    Average.


    MP5k

    Upgrade: MP115 Kollider

    Effect: Large Magazine, Increased Damage

    Average.


    PM63

    Upgrade: Tokyo & Rose

    Effect: Dual Wield

    Average.


    M16

    Upgrade: Skullcrusher

    Effect: Automatic, Increased Damage, Grenade Launcher

    Good weapon. Found in theater.


    HK21

    Upgrade: H115 Oscillator

    Effect: Large Magazine, Increased Damage

    2nd best just. Good, especially if innacurate. Best w/ Speed Cola


    FN FAL

    Upgrade: EPC WN

    Effect: Sight, Large Magazine, 3 Round Burst, Increased Damage

    Difficult to use, but great if practiced.


    Olympia

    Upgrade: Hades

    Effect: Power and Range increases, Incendiary Rounds

    Large Mag, slow reload. OK w/ Speed Cola. Zombies begin with 150 health points (the exact knife damge value) and gain 100 points per round until Round 9. Past this, zombies have a 1.1 multiplier on health, which is insignificant at first, but makes more of a difference after each round.

    Round 1 : 150 HP
    Round 2 : 250 HP
    Round 3 : 350 HP
    Round 4 : 450 HP
    Round 5 : 550 HP
    Round 6 : 650 HP Round 7 : 750 HP
    Round 8 : 850 HP
    Round 9 : 950 HP
    Round 10: 1045 HP
    Round 11: 1150 HP
    Round 12: 1265 HP
    Round 13: 1391 HP
    Round 14: 1530 HP
    Round 15: 1683 HP
    Round 16: 1851 HP
    Round 17: 2036 HP
    Round 18: 2240 HP
    Round 19: 2464 HP Round 20: 2710 HP
    Round 30: 7030 HP
    Round 40: 18234 HP
    Round 50: 47295 HP
    Round 60: 122673 HP
    Round 70: 318183 HP





    Power-ups are bonuses dropped by zombies when they die. They are dropped randomly on Zombie rounds, but can only be dropped once through barricades. Dogs drop ammo at the end of their round and the Pentagon Thief drops different power-ups. Power-ups may collected in combination with each other and last approximately 30 seconds before ending.

    Nuke: Floating explosive that kills all zombies on map, giving you 400 points.

    Carpenter: Repairs all barricades, giving you 200 points.

    2X: 2 times every point source for a limited time.

    Insta-kill: Every kill is one-hit.

    Max Ammo: Gives you max ammo on equipped and secondary weapons. More **** to Kill With!

    Firesale: Mystery Box costs only 10 points. Makes the Mystery Box appear in all 9 possible locations.

    Bon-Firesale:Weapons are cheaper, Pack-A-Punch is 1000 points, and all ports go to PaP.

    Death Machine: Flying bullets. Mini gun for a limited time, can only walk with it. Exclusive to Five. Perks are invaluable in Black Ops, and all 4 can be bought at once. They appear They include:

    Juggernog: 2500 points


    Causes the player to take 4-6 hits from zombies without dying. Found in the top right of the theater when facing away from the stage.


    Speed Cola: 3000 points

    Increases reload speed. Most useful with LMGs and slow-reloading guns. Found in the room with the MP40 and Stakeout down the bottom.


    Double tap: 2000 points

    Increases firerate. Most useful with shotguns, snipers, 3 round burst guns (M16, G11). This perk can waste bullets. Found in the Alley. Quick Revive: 500 points solo/1500 multiplayer Solo - Revives player without power. Maximum of 3. Granted Mustang & Sally while reviving.

    Multiplayer - Considerably decreases revival time.

    Found in the first room, on the right, in the kitchen.


    Tactics in continued version
  •  
    Dec 16, 2010 9:55 pm GMT
    [This message was deleted at the request of a moderator or administrator]
  •  
    Dec 16, 2010 9:55 pm GMT
    Isn't there already a zombie guide stickied?
  •  
    Dec 16, 2010 9:58 pm GMT
    This one is very different
  • Dec 16, 2010 10:29 pm GMT
    terribly done, mp5 can be bought off the wall so can the PM(something or other) and AUG is a assault rifle two mistakes i fund after skimming thew for not even a minute... good effort though
  • Dec 16, 2010 11:09 pm GMT
    damn, i was just playing last night and we thought up the mp40 tactic, i thought we were the only ones that realized how effective that is. you don't really kill much, but you get a ****load of points for traps/turrets. and you can get more ammo every lap for only 500 points. it got us to round 30 before we got bored and quit.
    ---
    --
    Not changing this sig until the world realizes that BRINK is going to be the best game ever made on the 360 Gt: Monte2903
  • Dec 17, 2010 3:33 am GMT
    Yeah the MP40 tactic has been known for a while. Christ people always complained about me buying it and it never, ever filtered into their heads why I was leaps and bounds ahead of them on points :/ It is THE gun I buy as soon as the door into that room is open. Good guide... stickied to sit up with the other Zombie guide.
  •  
    Dec 17, 2010 6:50 pm GMT
    ayojaymo posted...
    terribly done, mp5 can be bought off the wall so can the PM(something or other) and AUG is a assault rifle two mistakes i fund after skimming thew for not even a minute... good effort though



    Mp5k and PM63 can be bought of walls sorry, and the AUG was a LMG in MW2 that is where i went wrong. Thanks, and any more faults would be appreciated.
  •  
    Dec 17, 2010 6:53 pm GMT
    spanishbob posted...
    Yeah the MP40 tactic has been known for a while. Christ people always complained about me buying it and it never, ever filtered into their heads why I was leaps and bounds ahead of them on points :/ It is THE gun I buy as soon as the door into that room is open. Good guide... stickied to sit up with the other Zombie guide.



    I know what you mean, I know the stakeout is effective against dogs, but the MP40 is your ticket to PaP and the later levels. Thanks.
  • Dec 17, 2010 6:59 pm GMT

    You list 5 defcon switches in FIVE, there are 4. It starts at defcon 1 and the 4 switches bring it to defcon 5.

    --------

    'Cause you know well that it's hard to find a woman who is good and kind, so I wonder what you might be doing instead... -Me, in song.

  • Dec 17, 2010 7:28 pm GMT

    Some more:

    You list 9 locations for the box after Fire Sale, there are only 6 on FIVE (9 is correct for Kino).

    You don't say the Thundergun is Kino specific.

    Delete your opinions of weapons, as they are opinions. Very few would call the ballistic knife good, even PaP'd it is total garbage, the revive effect is not worthy and it is quite weak.

    Fix spacing as some bolded parts are jammed into nonbolded.

    I am fairly sure that the dogs only have one health level. I can't prove it...

    Bowie knife is OHK until 10 versus walkers, until 13 (iirc) on dogs and smokies. Not sure if this was mentioned.

    Did you mention the music easter eggs? 3 meteor rocks on Kino, 3 phones on Five.

    2 hidden trap pieces on five.

    The winter's howl (fury) freezes zombies dead, they don't thaw. If they aren't frozen to death, they stay slow. I have never seen them unfreeze or speed up (I could be mistaken, but I don't think so). Leave them slow so you only have to fight the fast ones while running a solo circle in the warroom.

    Dogs are best shot while running a tight circle backwards. If you must camp them, drop claymores in your camp spot ahead of time. Drop 1 claymore where you fight them, when it blows up, drop your other, then after that blows, back into your remaining claymore stash. Afdter max ammo, make sure to drop your 2 new ones.

    Kaboom/ X2 glitch. X2 has never previously doubled Kaboom points nor Carpenter points, so this is a glitch indeed. NDU let you get 4x points if you got 2 X2's at the same time, no other map does that. If you got 2 X2, you only get double points.

    --------

    'Cause you know well that it's hard to find a woman who is good and kind, so I wonder what you might be doing instead... -Me, in song.

  •  
    Dec 17, 2010 7:39 pm GMT
    Thanks Askansir for your correct and helpful information.

    I had unfixable problems, where the bolded parts automatically linked back to where they are now.

    I didn't include miscellaneous information such as the meteors even though they're funny, or character profiles.

    Anything else would be helpful.
  • Dec 17, 2010 8:22 pm GMT
    I think this is going to be a Sticky or a 500 topic, so I'll post now just to be able to say I posted within the first few comments...

    And I sent a sticky request. Excellent job.
    ---
    GT: The Witch MD
    Goddess of the M60.
  • Dec 17, 2010 8:33 pm GMT
    Good info, a non slick sticky requested.
    ---
    Only intelligent players are capable of enjoying Sacred, go back to Call of Duty or whatever the shooter of the month is. -JFKdj
  • Dec 17, 2010 8:37 pm GMT
    This won't get a sticky. Really, the other one shouldn't have gotten a sticky either. There's an FAQ section for a reason
    ---
    Gamertag: FroFroDaJimyBoy
    Wingman, leader, warrior.
  •  
    Dec 17, 2010 8:44 pm GMT
    Frofrodajimmyboy posted...
    This won't get a sticky. Really, the other one shouldn't have gotten a sticky either. There's an FAQ section for a reason
    ---
    Gamertag: FroFroDaJimyBoy
    Wingman, leader, warrior.




    Why? I believe they are both useful and interesting guides
  •  
    Dec 17, 2010 8:47 pm GMT



    Tactics are completely different per number of players.


    Survival Tips:

    The Juggernog is absolutely vital to your survival, in some cases it can save your life 4 or 5 times a round. Get it ASAP. The Mystery Box is the key to your survival long-term as the very best weapons are found in it. It costs 950 points to open, so be wise as to when to spend them, but many times it will pay off.

    Leave 2 zombies alive; to get weapons, perks, PaP and barricades. Grenading a zombie will sometimes make it a crawler, which is great if you can pull it off.

    Turning on the power is very important to surviving, so try to turn it on as soon as there is any doubt you can survive without it. I would advise between Rounds 7 and 12. Knifing is a great way to earn extra points, but be wary. Some zombies will hit you while you are knifing, and some will hit twice within a short time. Be sure to, after knifing any zombie, (even ones behind barricades) jump back out of range and repeat.

    When you are downed you lose all perks, including Juggernog. When you bleed out you lose all weapons, perks and equipment.

    Don't get the weapons in the first room, even PaP'd. When you're overwhelmed, leave and get better weapons. i.e. Stakeout, MP40, AK74u, M16.

    In solo, open as many doors as possible and keep moving, no matter what. Jumpers are zombies who jump from a height, from somewhere that cant be barricaded. These can be found in the room directly right from the first room. The room past the lobby also has a hole, and out in the alley off the roof.

    If there is doubt you will survive, do not go for a power-up. Whether in solo or in group, survival is the key. You shouldn't throw away your life trying to get a Power-up.


    Look behind you very often, as many times there will be a zombie behind you. When a zombie is close it will make a loud noise.

    Reload before picking up Max Ammo.

    Survival becomes much easier when traps are used especially the ones in the theater. Don't use until needed as they can become extremely expensive.

    Dogs are easier combated in corners and with a LMG or a shotgun. Reload where possible and aim where the dog will be as they move fast.

    In Five you can't survive in the first room for long (unless you know the glitch). Get down the elevator ASAP. Buy a weapon if you want and try to get down to turn on the power. Keep moving all the time, unless you have 4 people. Run when the Pentagon Thief comes and don't stop running. If he doesn't take a gun then there's a high chance he will drop a Bon Firesale.

    Cymbal Monkeys are extremely effective in buying time for reviving.

    Cover the person reviving you so they don't die.

    The best place in the game to camp is outside in the alley on Kino with 3 or 4 players: go through the theater to outside, not through the first room as it is essential that that door remains closed. Have 1/2 players on the steps to the door to the first room and aim towards the zombies coming around the fence, one covering the window nearest the stairs and one shooting the zombies that drop off the roof near the mystery box.

    When in the Kino Pack a Punch room use the elevated window to your advantage! Throw frags and use grenade launchers to end all zombies near the teleporter.


    Unlike zombies hellhounds will not amass outside the teleporter, they will wait outside where you spawn in the first room. They come every fifth round.

    Machine Turrets and traps become invaluable to your survival later on, so don't be stingy with your points.

    Activate the teleporter when possible as a back-up plan, it works well to amass up to 24 zombies in a group and kill a large amount of the Round that will wait outside the teleporter, in view of the window. Spam them with grenades!!

    Group zombies to make them easier to end! No matter how high the level, if you continue to move in a large circle the zombies will end up in a group and will be easier to kill. Sprint, turn and shoot a few and stay clear. Never get cornered.

    If you can't revive someone leave them. If you die trying to revive them, it's much worse. In an emergency do a loop around the map to draw the majority away from your teammate.

    The Winter's Fury stops zombies on Five. It is very useful to leave frozen zombies alive to kill the others and continue moving. The 24 zombie maximum can be used to your advantage.


    Bullets to the head will do much more damage and shooting two zombies with one bullet is an extremely effective tactic.

    Kiting is a tactic where you stay a decent distance away from the zombies and try to run and gun to group the zombies. Spamming is killing as much as possible, then teleporting, and fragging the zombies in the theater and repeating. These two tactics work great for later levels when bullets aren't as effective. As of yet, the best tactic on Kino is to get the MP40 - not PaP - (for the points advantage) and to get lucky with a Zeus Cannon. Past Round 20 bullets will be less useful, other than for points. Start the round next to the Machine turret in the theater. Enable it and sprint to the first room and turn on the trap behind you and run left up the stairs and down to where the MP40 is, into the theater and around again, killing zombies all the way. Use the Cannon sparingly as its a ticket to safety every time. If you go too fast, the zombies will turn around to meet you where you are running to, so stay around 10-30m ahead of the zombies and continually move. Look behind you often. Kiting around this track is very, very effective.

    Points Tactics:

    In the first round use 7/8 bullets low (kneecap, calf, foot) and a knife then use 12 bullets and a knife for Round 2 and use pistol ammo whenever possible as it grants easy points. You can get to around 1750-1800 points in the first round.

    If survival seems easy enough allow zombies through to get bonuses and points for repairing barricades.

    A glitch, that may get patched, appears when 2x and Nuke is collected near eachother where instead of 800, two 800 points bonuses are granted.

    Carpenter is good when struggling, but more points may be gained from repairing manually. Likewise, many more points may be gained from killing manually instead of the Nuke.

    When insta-kill is up, JUST KNIFE. You will get way more points.

    When Firesale is active buy Mystery Box ASAP and as many times as possible. Why not? You might get a Ray Gun or something else good.

    Save points for later rounds. For example, DO NOT buy the M14 or Olympia under any circumstances.

    Power-Ups/Bonuses are best in combination with each other. Insta kill and 2X are great. Also, wait until bonuses are flashing where possible to generate greater effectiveness.

    When leaving the Pack a Punch room on Kino sometimes power ups will appear so watch out for them.

    It is possible and extremely useful to repair windows whilst killing zombies to get extra points.

    The worst possible way to play is to steal your teammates kills/points. Having even points will benefit you more. Knife wherever possible and organise who kills each zombie. A coherent team is an effective team so communicate, remember its always about having fun. If playing in groups, try to get a name for each room to prevent confusion and decide on tactics before-hand.



    Please post any comments, corrections, additions or feedback.
  • Dec 17, 2010 9:40 pm GMT

    From: CrematedMan | #016
    Frofrodajimmyboy wrote:

    This won't get a sticky. Really, the other one shouldn't have gotten a sticky either. There's an FAQ section for a reason---Gamertag: FroFroDaJimyBoyWingman, leader, warrior.




    Why? I believe they are both useful and interesting guides


    Read post. Get answer.
    ---
    Gamertag: FroFroDaJimyBoy
    Wingman, leader, warrior.
  •  
    Dec 18, 2010 5:27 pm GMT
    Frofrodajimmyboy posted...

    From: CrematedMan | #016
    Frofrodajimmyboy wrote:

    This won't get a sticky. Really, the other one shouldn't have gotten a sticky either. There's an FAQ section for a reason---Gamertag: FroFroDaJimyBoyWingman, leader, warrior.




    Why? I believe they are both useful and interesting guides


    Read post. Get answer.
    ---
    Gamertag: FroFroDaJimyBoy
    Wingman, leader, warrior.




    Have Read. Got Answer. Thankyou.
  •  
    Dec 19, 2010 5:27 pm GMT
    To Gamespot Community: Would it be wanted and/or useful for me to construct a FAQ section?
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