Wednesday, July 25, 2012

Wonderguns

Wonder Weapons are the best part of any Zombies game. Whenever you hit the box, you wait anxiously for that one personal favorite of yours. Here is my list of all of them, some information about them, and their strengths and weaknesses.
Ray Gun: This is the most functional Wonder Weapon. It comes with a very large ammunition amount, and high damage. In later rounds it makes great crawlers by shooting at the legs, but it unfortunately doesn't make that many points as an assault rifle or light machine gun, and in some cases I will trade the Ray Gun for an HK21 to gain more points. Introduced in WAW, and re-appeared in Kino.

Wunderwaffe DG-2: The second Wonder Weapon, this zaps a single zombie, and then the electrical path travels through 10 zombies, and is always an insta-kill. This is great for circle trains, and for clearing paths. This was in all of the WAW maps, and only reappeared in Call of the Dead, and is only available after doing the Easter Egg for that map. It's weakness is that if you kill in an emergency, clearing the path, the dead standing zombies don't allow you to see ahead to see if your path is clear or not.

Monkey Bomb: This is great for rescue missions, and goes in your tactical grenades slot. This distracts all the zombies nearby for at least 15 seconds, and is great for saving friends, and yourself in bad situations. This has no weaknesses, as it takes up no weapon slot. A good tactic whenever you see max ammunition is to throw all of your monkeys and then grab it, so you have all the use possible from them.

Thundergun: This appeared in Kino, and reappeared in Ascension and the re-made Nacht Der Untoten. This is the best weapon for emergencies, blasting away any nearby zombies and saving friends from bad situations. The bad part is that it doesn't make hardly any points, and doesn't always kill the zombies. I usually keep this as a back up for bad moments, and trade it for something from the box when the ammo has been fully used.

Winter's Howl: This gun is only on "Five" and Verruckt. This is personally my LEAST favorite Wonder Gun. It has very low ammunition amount, takes several shots to kill, or even freeze at high rounds, and when P-A-Ped is not much stronger. It's only good for wasting on the Pentagon Thief or in emergency situations with friends.


Gersch Device: This is an AWESOME addition to your zombie killing entourage. This is only available on Ascension and Moon. This to me is more useful than the Monkey Bomb, because it kills all nearby zombies, and draws far ones to it. This also gives you many points, and if you hold ballistic knives while your Gersch is going, you'll make even more. The bad part about this isss..nothing. It goes in your tactical grenades slot, and  is always there for when you need to save friends, or kill zombies when you see a nice, big, beautiful, floating Max Ammo.


Matryoshka Dolls: These are weird. But can be great. These appeared in Ascension and returned in Call of the Dead. On Ascension, it's always a no-brainer to trade these for the Gersch Device. But on Call of the Dead, this is the only tactical grenade on the level, so it's ALWAYS a good idea to take it. This is great for circle trains because it separates into 4 different explosions, always a one hit kill until very high rounds. Be wary, without PhD Flopper, this will put you down VERY fast.


V-R11: This is only on Call of the Dead, and is MUCH more useful with a friend playing. This has so many uses that I'm learning new ones every day. ALWAYS take this. WithOUT P-A-P, it will
1. Calm down an angry George Romero.
2. Turn a zombie into a human, distracting the zombies if they're closer to the human.
3. Shoot a friend, and they will glow red, making their shots more powerful, and the zombies ignore them for 10-15 seconds
Pack-A-Punched!
1. When you shoot George Romero when he's in the water, and he will disappear for around 15 minutes.
2. When you shoot a friend, the zombies will no longer pay attention to him, and his shots become Insta-kill.
3. Still turns zombies into humans.
4. (UPDATE: When shooting a teammate, points that they make from shooting nearby zombies will give you the same amount of points)
This is great in all cases, and you should ALWAYS take this.


Scavenger: This is also ONLY in Call of the Dead. This is personally my favorite weapon. Seeming to be a cross between a Sniper and the Crossbow. ALWAYS USE WITH PHD FLOPPER. This will kill you so fast, it's not even funny. This has such a big explosion that it incinerates zombies within a huge radius, and that radius gets even bigger with P-A-P. When P-A-Ped, it has an infrared scope WITH variable zoom. And the power almost triples. This is wonderful for circling. Create a HUGE train, and then shoot into the group. All of them will die instantly. But be careful that George is not nearby, this will easily make him angry.


31-79 JGb215: This is the Wonder Gun I know the least about, and is the ONLY gun in the game I have never had a chance to pack-a-punch. This is great for circle trains. Shoot once, and a huge amount of zombies with shrink, run back through them to kick them and instantly kill them. That's one problem, to kill them you have to run back through the crowd, running towards un-shrunk zombies. This flows through many zombies like the Wunderwaffe, and has a medium ammuntion amount, making it a good train-gun.


Wave Gun: This gun only appears on Moon, and is a LOT of fun. It separates into two parts. Separated, it's the Zap Guns Dual Wield. This creates a shock just like the Wunderwaffe DG-2, killing them instantly, but doesn't travel through zombies. Connect the two pieces together, by holding left on the D-Pad, and you get the Wave Gun. This DOES work like the Wunderwaffe, and kills instantly. This has been called the "Micro" Wave gun, because when you shoot it, the zombies float up into the air, and puff up like a melting marshmallow, and explode. This goes through a lot of zombies, and is AMAZING for trains. Shoot directly at the ground in bad situations, and it will splash up in a circle, killing the zombies around you, giving you a moment to escape. P-A-Ped, the amount of ammo becomes disgustingly awesome, and will make you the Circle-Train king of the year. When down, you will wield the Zap guns, perfect for protecting a friend so he can revive you.

Quantum Entanglement Device: This is a weird device. And in most cases I spend forever trying to decide...Trade my Gersch Device for something that could be amazing..? Or trade it for something that may NEVER help me in any way. Most people think this grenade will help them kill zombies or distract them long enough to save a friend. It does much more than that. It does SO many things. The list is SO long, that I have to take this from the Call of Duty Wikia, all credit goes to the writer who sat down and decided to figure all this crazy shit out.


Effects

  • An explosion identical to that of the Astronaut Zombie.
  • Produces a Ray Gun that fires in a circle.
  • Produces a China Lake that fires in a circle.
  • Produces a fully automatic M72 LAW that fires in a circle.
  • Produces a black hole like the Gersch Device.
  • Produces a fully automatic Python that fires in a circle.
  • Produces a fully automatic SPAS-12 that fires in a circle.
  • Produces a CZ75 with Full-Auto and/or Dual Wield that fires in a circle.
  • Revives a teammate.
  • Spawns a power-up that will give the player any random, possibly Pack-A-Punched weapon, available onMoon, including QEDs or Gersch Devices; replaces the current weapon equipped if picked up.
  • An explosion similar to those produced by Matryoshka Dolls, blowing up rapidly within a certain radius many times.
  • Opens or closes a door if near one.
  • Lightning similar to a Wunderwaffe DG-2 shot.
  • Explosion similar to a Scavenger shot.
  • Spawns an ordinary Frag Grenade.
  • Spawns a Semtex grenade.
  • Teleports the user and/or their teammates to another spot on the map.
  • Spawns a random power up, such as Carpenter or Nuke.
  • Converts all zombies within a certain radius into humans like ones produced by
  • the V-R11.
  • Bonus Points power-up spawns.
    • White/Blue: gives the player that grabbed it a certain amount of points.
    • Green: gives a set amount of points to all players.
    • Red: reverts all point totals to zero or takes away a certain amount of points.
  • Spawns a Fire Sale power up.
    • Green: normal effect.
    • Red: spawns the Mystery Box far from the player's location and makes the cost double to 1900 points.
  • Spawns a red Random Perk Bottle power up which causes all players to lose a perk randomly.
  • Spawns a Max Ammo power up.
    • Green: normal effect.
    • Red: steals all reserve ammo from all players.
  • Spawns more Zombies, which produces a whitish flare.
  • Spawns a power up that gives each player 1500 points.
  • Downs all players within a certain radius.
  • Gives a Max Ammo power-up and a Death Machine.
  • Gives everyone in the area a Pack-A-Punched version of their current weapon.
  • Gives the player an Un-Pack-a-Punched version of their currently Pack-a-Punched weapon.
  • Gives all players a free perk.
  • Nothing.




Thanks to Wikia, and thanks to my readers! I hope this helped any confused players, or helped some experienced ones learn some great new stuff! This is all the Wonder Weapons available today, let's see what the new release of Black Ops 2 gives us! Like me on Facebook at http://www.facebook.com/BlackOpsZombiesPro

There I will have more info on the upcoming game, and some great videos and zombie players! Come and join us!

Friday, July 20, 2012

Basics: "Five"

Hey, everybody! Today is my walkthrough of Black Op's Zombies "Five" map. This one is most complained about, because most cannot find a good strategy, and/or zombie-train circle. Well, that's just not true. Well, let's start off in the first room.

The first room. All players will start off in what is called the Briefing Room. There are 4 glass windows, 2 desks, and the M14. If you go into the open hallway on the side, there will be the Olympia. At first, it looks as if there are no barriers in this room for zombies to appear from, but at both ends they tear down the wall to get out. (Note: In this hallway, walk to the end of the room with the small desk. There will be a bright red phone with a flashing light. Walk next to it and hold x until you hear a slight clicking sound.) First, you should walk up to all the glass windows, and knife them, bringing them all down. Let the zombies in the first round get out, put 3-4 bullets into them and then knife. The point of letting them out of the barriers is to get a chance of Double Points, Nuke, Carpenter, anything of which can get you more points. Rebuild all the barriers after the end of the round. If you are of enough skill, you can use the same tactic from the first round for the next one. Maybe even round 3, but that is not recommended one a 4 player game. A lot more zombies come out than expected at most times.

After remaining in that room as long as possible, maybe to round 5 after buying the M14 or Olympia, move onto the next room, which is a door on the next side. Most of the doors on this map are very expensive, but this beginning one is only 750 points. This next room is not the best room. It has the MPL, but it has 4 barriers, and the barriers from the last room are so close that they pour out of that direction too. In most cases, you can buy the MPL, (And speed cola later on) last as long as possible, unlock the elevator, (1000 points) and use it to move onto the next room. (250 points)

While dropping down, you'll hear some obnoxious elevator music. When arriving, move as QUICKLY as possible out of the elevator. It is a tool of death, it's a major dead end, and I've found that at the last second when I need to escape, the X button won't work and I die. And it's not like a Teleporter either, it wont kill them. If they get in, they're in for the ride. So, walk out, sprint to the right, and buy the MP5k. The PM63 is also here, across the room. (Double Tap is also near the elevator.) But this gun has a lot less ammo, and takes you farther away from the elevator, so it's good to stick with the MP5k. Go up to all windows in an effort to keep them from coming out, shoot for their heads. This gun before round 10 makes some great headshots. You can do this for maybe 3 more rounds. After that, buy down the stairs.


This room, ladies and gentlemen, is the glory of it all. There are 3 doors here, and the Stakeout. They aren't really "Doors" They're a mashup of cones, caution tape and road blockers. But it costs 1000-1250 points to move them apparently. One of them leads to another elevator, much bigger than the last, and has a barrier in it too. But, not to yet that. This room is BEAUTIFUL. There's one door at the end of the room, and one underneath the stairs, and that's the really nice addition. The zombies run like electricity through a circuit. They take the shortest path to you. So they never go under the stairs. So that 5 feet long distance is always safe (Unless of course, you're an idiot and you just SIT there.) Going under the stairs, around to the other side, and buying that door, you can circle completely. Circle. Circle. Circle. And there's many objects to dodge around in case a zombie is coming down your path. It is, in my opinion, one of the best circle spots. It takes a little time to get it perfect, but now that you know, you MUST try it.

Moving down the bigger elevator, buy the blocking trash and go down. It is usually best to go down to the lowest level with a crawler on the floor above. It will teleport down here, but that doesn't matter. If you go down into this room while zombies are spawning, you'll get gas zombies. Which are a MAJOR pain in the ass. Most noobs think this is where they should circle and run around. But in all cases they die. And in all cases, I do not risk going down there to save them. The only path-clearing Wonder Gun is Winter's Howl, which only does some good after you've shot it a million times, so that's a no-no to rescue missions. The only thing worth going down here for is the power, and the mystery box. The box ALWAYS spawns down here. When the elevator gets to this floor, go straight, take the first left, (Or second if you've bought that door) and then the first right. The power will be there, hit it, and many teleporters will activate. The teleporters are randomized, another reason not to go down here. (NOTE: In the small room with the power, there is another red telephone. Hold x near it.) Down in the bottom floor, there is the AK-47u, M16, and Bowie Knife.

Now, going back up the elevator, to my "Comfy Spot", now, with the power turned on this 2 floor down has  Double Tap, Juggernog, and Mule Kick (Xbox Live) and 4 Defcon switches. 2 are up the stairs, and 2 are down in the circle area. Hit all of these, and then all the teleporters will link to the Pack-A-Punch room. Use any teleporter to enter it. When you do, you'll walk into the room, the wall ahead will flip to reveal the P.A.P. machine. P.a.p. what's needed, and hit the last telephone in this room to reveal the Easter Egg song, Eminem ft. Pink's 'Won't Back Down' Walk into the hallway, there will be a door with a countdown timer at the top. As soon as it gets to 1, it opens, revealing all the zombies that were patiently waiting for your return. And if you wait too long, there are 2 barriers in the pack a punch room which will start to spawn zombies, leave, and the doors will close behind you, resetting the Defcon to 1.

Pentagon Thief Rounds:


There are no dogs on this map, but on the same round spacing, the Pentagon Thief comes out. Much more cruel than any dog. The air gets grey, and a loud boom sounds. YOU MUST STAY ON THE SECOND FLOOR WITH YOUR FRIENDS. He will walk out of the teleporter. If you can see him, that means he's coming for you.  For everyone else, he's invisible. He will chase you, and take the gun you have out, and teleport you to the power room. Follow him. He is now visible to everyone. Everyone must shoot at him. The goal is for the person being chased to get on top of the stairs, and run the full circle. His teammates run the opposite direction, and when they collide, the team must move for him to keep running, and everyone must shoot the Pentagon thief. Kill him, you'll get Max Ammo and all of your guns back. He will always drop   a max ammo at the power room if you cannot kill him. If you can kill him BEFORE he gets a gun, he'll drop Max Ammo and BonFire Sale. Which switches all the Defcons to P.A.P. and then P.a.p.ing becomes a mere 1000 points. But this is very difficult. Good Luck.

Power-UPs
This map, and most maps after it, have a special power-up drop. This is Death Machine. This gives you a mini-gun for 30 seconds with no reloading or stopping. It appears blue, and is floating bullets. It can be fired non-stop until it goes away. During this time, you cannot throw grenades, or revive teammates.


Characters: 
On this map, you can play as either John F. Kennedy, McNamara, Nixon, or Fidel Castro. My personal favorite is Fidel, of course. They all appear bare-handed like Tank Dempsy.


This concludes my walk-through. Just continue to circle, to whatever end. It takes a lot of practice, and the circle area does have room for more people. Hope this gives you new light on your "Much hated map" I will continue to post more tips and strategies to my page, please be sure to check it out every week or so! Your help is greatly appreciated. Good Zombie Hunting.


Sunday, July 15, 2012

Back from the shop!

After a two weeks, I finally have my laptop back! In that time, I've downloaded the Call of the Dead, and had an AMAZING game, I had the Hyena infra-dead, V-R115 Lazarus, and the AK-47u, circling near the bottom of lighthouse. We only got to round 25, but it was a 4 player game, and most of the time I was the only one alive. Having to take all of them by myself, I got over 2000 kills. I died stupidly. I was circling, and my friend who I was playing with, who was there with me, on split-screen, panicked. He thought he was going down. I looked at his screen for a split second. And got stuck on a corner. I was down so fast I didn't have time to think. Oh Well. I joined the codzombiekillers social site, and I definitely think it's the best way to set up and Easter Egg game or a good game with some high round-players. It even comes with what system and their Xbox/PS3 name. Speaking of meeting some good people, I met Xin Noraa, and had some bad-ass games with him. We were playing moon one time, everyone had an RPK/HK21 , 2 people had the Ray Gun, my friend had the wave gun, one person got the quantum entanglement device, and we were so set. Butttttt....on round 7, we all rushed to the Teleport, trying to get back to the Juggernog...My dad was right next to Mule Kick. And just diiiidn't notice us shooting at him trying to get his attention. I even called his phone. We all died in the teleporter. My cousin tried to escape the teleport by dropping down, but got hit going down. My father never realized...of course he just quickly died seconds afterwards. Should have been a round 50 game. But it wasn't.

SO, coming up next, I've heard many a time, everyone seems to not have a good strategy for "Five" My next walkthrough and tips and strategy post will be for the Black Ops map "Five". Hopefully after, no one will ever have problem will major zombie-kill trains. From this point on....you will have a new understanding for this map.