AngryYankee
Guest
500 POSTS CLUB!
BPN Props: 27
Offline
Posts: 544
Nerd Rage!!!11!!!!one
Awards
« on: July 18, 2009, 12:09:18 AM »
* When running from hut to hut, try to place Bouncing Bettys on the planks or in the swamp, then you do not have to risk yourself going into that area alone to place Bouncing Bettys. * If you die, try to hurry back to your squad as soon as possible. You will spawn in the central room with only your pistol. * Always reload cancel when you are in firefights. Waiting for the entire reload animation could easily cost you your life. * Try to "camp" one of the four huts that will have the Mystery Box in it. * There are two different strategies for dealing with Hellhounds. When the Hellhounds strike, you and your team can camp in a corner or a building, though it is almost a necessity if carrying two low mobility weapons, like the MG-42 or the M1919 Browning Machine Gun. Another strategy is to go into the open and backpedal with a weapon with high mobility, like a Type 100, Thompson, PPSh-41 or a Ray Gun. * Having a person guard the front entrance with a machine gun would not be a bad idea. Have the players with the lower rate of fire or lower damage weapons guard their backs. * Hellhounds make their first appearance during or between rounds 5-7, so it is recommended you get to the Mystery Box before this round and purchase more powerful weapons. The Gewehr 43 and the Arisaka in the players' spawn room are terrible against the Hellhounds. * There is always a 3-round+ grace period between Hellhound waves. Use it to your advantage early on to get better weapons. * It is best when you're in the first room, to open the wooden door with a "warning" sign on it, because if you open the staircase, the Zombies can sneak up on you while gathering weapons or exploring the map. * It is more recommended that the player uses their pistol for the first round until they get 600 points so one can buy the Gewehr 43 which is slightly more effective against zombies than the Arisaka, or to simply use grenades and the pistol until they get 1950 points so they can open up the downstairs and get a weapon from the mystery box. * If the mystery box moves, it will be in the hut with a yellow light pouring out of the roof. This is an invaluable thing to know when playing on this map, as not knowing where the mystery box is will make the game much more challenging. * Though it is recommended that you play with a full, or almost full squad, it is still not impossible without one. Even playing solo, there are certain advantages, such as being able to go downstairs and grab a shotgun as soon as Round 3, as well as less zombies per round with less people. * Let one or two zombies in during the first rounds. If they carry Max Ammo power-ups, then the pistol can be used for a longer time, negating the need to buy an Arisaka or a Gewehr 43. The Courtyard, with the Flogger deactivated and the Fishing gate open. * Try to stay away from the Storage Hut. It is a tiny area with little room to run if zombies break through your defenses. * If you need help and your team is far away, it is possible to turn on the Flogger and CRAWL underneath it allowing you to survive and the zombies behind you being thrown and killed. This won't stop crawling zombies, though, so be careful. * When a party of 4 players is in a hut, have 2 people watch the front door and the others watch the windows. Put the power weapons, such as machine guns and the Ray Gun, up front where most of the zombies will be coming from. * Instead of going to the mystery box immediately after unlocking the Warning Room or the staircase, it is advised by some to buy a Thompson off the wall. It is cheaper to buy ammo for it than to go to the box. * SMGs will get you a lot of points. Since they have low damage, they take more shots to kill. Every extra bullet it takes to kill a zombie is another 10 points. Those 10 add up constantly and give you a huge bonus compared to other guns. SMGs like the Thompson, Type 100, and MP40 are good in the early rounds (1-10). You won't get overwhelmed by zombies in these rounds, and you will be able to get huge point totals before you are forced to buy more powerful guns. All three SMGs can be bought off walls for 1000-1200, and it is cheaper to make the investment and just re-buy ammo than go to the mystery box every time you're out of bullets. * One strategy involves holding out in the spawn room until the end of round four, then going downstairs for Thompsons and shots at the mystery box. Then, after the first wave of Hellhounds, open the gate to the Fishing Hut (under the Flogger). Hold out there, swapping out empty guns for the MP40. Use the SMG point strategy to get a high number of points. When all players have amassed about 12,000 points, hold a zombie at a window and have everyone else (all players not repairing that window so the zombie can't get in) go open the other doors and buy the other perks. Then, the other players can watch the window while the last one gets his or her perks. This way, all players have all the perks and a huge advantage going into the later rounds. * A strategy that can be used to get to a high level is going to the comm room and camping there regardless of where the mystery box is. This can be done solo or with 4 people. The strategy requires you to have a Ray Gun, or at least a strong weapon. The ideal weapon combination is a Ray Gun and Wunderwaffe DG-2, but you can survive with a gun like the PPSh-41 or an HMG. This also requires you to have at least Juggernaut. The strategy is to run around the wooden platforms of the outside of the Comm Room. You need to dodge all zombies that come toward you. When all zombies are following you, turn around and shoot them all with your weapons. This can be done with four players, with the player having the Wunderwaffe DG-2 and a good weapon luring the zombies. The other players guard the hut at the window, door, and one person alternating between both. When the Hellhounds come, go to the outside corner of the hut. The Hellhounds do not go on the swamp, so they only go from your right or left, both in very sparse numbers (1 or 2) each time. This is shown in the video below. * When a round is going to end, there is usually a mysterious noise. The noise sounds like Locust's chirps, which could be a reference to the game Gears of War. * In the player spawn room in Shi No Numa, there is a person that allegedly hung himself. When you detach the body from the rope (by using grenades) and start knifing it, the screen flashes white and all players die and revert back to round one. When detached, any zombie that touches the dead body will die instantly. * If you fire the Wunderwaffe at a zombie that's really close to you (directly in front of you), you can electrocute yourself, automatically putting you into Last Stand. The same thing happens if a zombie makes any kind of contact with you at the same time another player is electrocuting the zombie with the Wunderwaffe. This is the only time that friendly fire can occur in Nazi Zombies. * If you are wielding the Wunderwaffe, try to get Speed Cola, as this makes the Wunderwaffe much more effective, along with Double Tap. * Many players dislike the Wunderwaffe because it takes up a valuable weapon spot where a Ray Gun or machine gun could be held. Many make the player using the multi-weapons glitch get the Wunderwaffe just for this reason. * The last Hellhound or the first zombie in the next round will drop a Max Ammo. * It is possible that "Peter" is the man that is hanging from the rope in the staring area. * Also, it is possible that Richtofen worked in the Asylum from the second map, as all of the torture objects would interest the Doctor. * The Revive Soda tastes like fish according to the characters; Tank Dempsey dislikes it because of this while Takeo Masaki likes it because of it tasting like sushi. * If you go to the bottom floor of the main building, and the area behind the random weapon box, you will see some crates on the shelves. If you look carefully, you can see that the writing on the crates is in German, which is strange for a Japanese swamp. * When Takeo obtains a weapon from the Weapons box, he says "I will wipe out this disease!". This may very well prove that the zombies aren't actually zombies, but corpses with a disease that brings them back to life, or it could be regular people with a plague-like disease. It would also explain why the zombies have reverted to a primal state. * Many players call the first room closest to the starting point the "Warning" room, as it has a warning sign on it. * Doctor Richtofen apparently created the Wunderwaffe DG-2. See his quotes on the quotes page. * The hanging man in the first room is missing an arm. In Verrückt, the torture machine has an arm in it. * For reasons unknown, it is very common to get the Ray Gun in the later rounds. * If you go into the Comm Room, and turn on the telephone, you net the achievement/trophy "Dead Air", which prompts you character to break the fourth wall by having a humorous quote. * Players now get the Teddy Bear more often than in Verrückt, most likely to make the map harder. * The Colt M1911, Wunderwaffe DG-2, Type 100, and Arisaka have been added to the Mystery Box. * This time, the zombies actually grab the wooden planks to enter the building, rather than waving their arms on the wall. * In the real world, the Wunderwaffe DG-2 is the "Glocke": a German man-made UFO, which was tested in Poland.[citation needed] DG-2 stands for "Die Glocke 2" meaning "The Bell 2". This weapon never seen action, and is now rumoured to be in the complex in Poland where it was built. * This is the largest of all the zombie maps so far. * The Hellhounds have several different appearances just like the zombies. Some will look big and intimidating while others will look burned and injured as seen in the photo. * This is the first time (and possibly the only time) in Call of Duty history where we see all four factions put aside their differences and work together to fight for survival. * A brand new trap makes its debut on this map. One of these is the "Flogger" for 750 points: two spiked logs attached to wooden beams that spin and kill zombies, but you can crouch underneath it and it cannot kill crawling zombies. Besides this, Bouncing Betties and the Electro Shock Defenses are the main trap support. The Flogger, however, is actually underused a bit. * This is the first Zombie mini-game in Call of Duty: World at War in which the soldiers' profiles are known. For Nacht der Untoten and Verrückt, the player is left to wonder about the characters. * When the Mystery Box is destroyed, it says above it look for the light and a picture of a light beam hitting a hut. If you go to the top floor of the main hut, you can see a large Beam of light shining on the Mystery Box house. * There is a mistake in the name; it says Nazi Zombies on Shi No Numa, when it should say Imperial Zombies on Shi No Numa. * The bipods have now been removed from the M1919, FG42 and MG42. The BAR, although having a bipod, is named as BAR, instead of Deployable BAR. * The BAR seems to be Tank Dempsey's favorite weapon, as one of his quotes when he gets the BAR is "The world's best gun meets the world's best soldier." Also Tank Dempsey has also been known to say this when he acquires the MG42, although this is probably a glitch as the MG42 is of German origin * Unlike Verrückt, you do not need to turn on the power in order to access the Perk-a-Cola Vending Machines or turn on the Electroshock Defences. * If you are on the way to the storage room, if you turn right down the stairs just before the door and go to the fence, if you look carefully you should be able to see a massive red rock pulsating with electricity coming out of it and your character will say something when you shoot at it. * When entering the comm room if you enter on the left side and look at the left wall you can see the "help" writing from the door in the first Nazi Zombies map. This word can be found in all the Shi No Numa huts. * The achievement "Dead Air" may be a reference to a campaign (also called Dead Air) in the game Left 4 Dead, which also pits players against an almost endless zombie hoard. * In the hut you begin the game in, there is a hanged man dangling from the ceiling. You can also see a pool of blood covered in grubs on the floor near it. If you shoot the unlucky soldier, he moves around, making him one of the few pieces of interactive scenery in the game. * The crawlers take on a new appearance in Shi No Numa; instead of crawling on their stomachs like their Nazi counterparts, their bodies are now upright as they drag themselves towards their next victim. * Like their Nazi counterparts who sometimes marched towards the window in Verruckt, the Imperial Zombies move in their own special way, as well; you will occasionally see a zombie walk towards the window in a karate-like stance in Shi No Numa. * The It's a Trap! achievement could be a reference to the film Star Wars: Return of the Jedi. During the battle of Endor, Admiral Ackbar exclaims "It's a trap!" once he realizes the Empire's sinister plan to destroy the Rebel Alliance. * Animal sounds can be heard in the background; this is possibly the only Zombie map that has them. A monkey can be heard easily when the game ends. * It is currently unknown how or why a soldier from each of the four factions is in the middle of an island in the Pacific. Then again, nothing makes sense in Nazi Zombies. However, it is hinted at that Treyarch is making a backstory to Verruckt and Shi No Numa. Some of this backstory is in the next section. * It is quite possible, due to the radio transmission's coordinates, that there might be two more maps that will feature Soviet Zombies at a map at the Tunguska Site, and American Zombies at a map designed as Area 51. This would make some sense, and would account to the addition of Imperial Zombies, although this is only speculation and shouldn't be taken seriously until Tryarch releases anything else on this subject. This is unlikely as it seems that making the player attack Allied forces is extremely unlikely and it has not happened in this series so far. * It's strange that the characters start out with Stielhandgranates instead of Kiskas due to the characters fighting Imperial Zombies instead of Nazi Zombies. For the same reason, it is also strange that the grenades that players can buy off the wall are Stielhandgranates. * The music in the trailer for Shi No Numa is also the music that plays after activating the telephone in the Comm Room. * Sometimes you can see maggots squirming in a pool of the dead zombies blood. THE THREE WEAPONS GLITCH!!!!! * Multi-Weapons In the Fishing Hut and Doctor's Quarters, the mystery box spawns close enough to the perk machine, so it is possible to get more than two weapons. To do this, you need to open the mystery box. While the weapons are still cycling in the air, run to the perk machine and buy the perk. While your character is still drinking the perk, run back to the mystery box and take the weapon. You should now have three weapons. This can be repeated as many times as your point count will allow; just get downed, have a teammate revive you and repeat. Also, in order to do this you must have anywhere from 2450 points to 3950 depending on the cost of the perk machine. ( {Revive Soda = 1500pts} + {950pts to activate mystery box} = 2450) ( {Speed Cola = 3000pts} + {950pts to activate mystery box} = 3950 Note that this will only work in the Doctors Quarters or the Fishing Hut because the distance between the perk machine and mystery box is very short. It is possible to do this in storage, but it requires the player to press the use button in less than a second. Forcefield - If a player goes up to a window, dies, and then in the next round stands in the corner below the hanging man, the zombies will walk to the staircase. (Only works in starting room.)