25-05-2011 08:41 PM - edited 25-05-2011 08:50 PM
After doing a search i could not a find a zombie guide. All the information is from black ops version of zombies. However the damage is unchanged from WAW version and zombie health.
In this guide we going to cover
General tips
Health
And anything of use.
Player health :
Zombies health
Zombies per round
What does all of that mean ?
It designed to make you fail at around 25-35 due to increase amount of zombies and health each one has. If you can pass that then your a zombie slayer.
Other numbers traps and cool downs
General tips
Watch the spawns , if zombies are spawning in front of you time to move. When the health increases start stack up. It hard to escape being trapped.
There space your safe , if there is a space to move no zombie can trap you into a corner or block you in.
Only use the box when it safe e.g crawlers or end of a round not in the middle.
Hip fire
Yes hip fire is your best friend in zombies , means you can keep a eye on your the space around you.
Juggernog is needed to keep alive !!
Methods of play
Box vs wall
How to get far ?
Dangers within zombies : Two players one train , crawlers
Once you make a crawler kill it often players are going to get stuck on them if they are running away from a group. At the higher rounds they become a danger.
So only leave a crawler if no more waves are spawning.
If you see a player being followed by a group try and avoid that group. Breaking up the group can bring issues ![]()
Yes i have posted that tip twice.
So
What did we get from this
Zombies get alot of health
Points are the key to getting high rounds , so learning to train zombies.
Crawlers are deadly if you leave them during a wave.
Hope this was a good read and helps you.
on 26-05-2011 06:25 PM
Good stuff mate you've obviously done your homework on zombies , out of curiosity would you happen to have the stats for bullet damage i'e what does one round of ammo take from them , both pap and standard??
As for tips i'll throw a few into the hat.
Key elements to survival are the power up's that drop , more so max ammo and insta kill , in the later rounds max ammo's are like gold dust if you have monkeys or gersch's left throw them all out that means everyone , you'll be getting them back.
Good zombie players will wait till the optimum moment to secure power up's i'e load up for max ammo ( and throw everything beforehand ) , leave the kaboom until it's flashing and the map is well stocked with victims.
Use tac grenades in emergency only , like someone needs revived or your heading for doom , never overlook the effectiveness of the dolls , these bad boys don't do crawlers they kill an entire wave if used right ( best to have phd due to cluster pattern ) , i've only been to 36 in a party and they were still a kill at that round.
Never ever pap a fully loaded standard weapon , empty every gun first , another useful tip is to try and have one pap and one standard as long as possible , use the standard weapon until you have one clip left then switch to your daddy weapon , reason for leaving a clip is if you hit a max ammo you don't lose a clips worth of points , might not seem to much just now but when your throwing money at traps and stuff you be needing the points.
If you're in a party and have to leave ( it does take a while to get to the high rounds ) allow your team mates to take your points by putting yourself down at the end of a round , make sure you have crawlers for this and continue until it is no longer viable.
Think that'll do me for now , i'll keep an eye on this and pop back with more.
Oh one more , if you all decide it's time to call it a night don't simply let them have you...............go down in a manner of your choosing , my favourite is to go all bowie knife or sickle on them and go down swinging!!!!! ![]()
on 26-05-2011 06:58 PM

on 26-05-2011 07:05 PM
@ moghal
Ye i've wiped out more than a few team mates as well , not all bad if they crawl through you can safely revive them.
The traps are safe to go through with jugga equipped , as long as you don't get slapped as soon as you go through you'll be fine.
on 27-05-2011 03:10 AM
Great guide.
AK74 doesn't have the most ammo off the wall though
. MP40 has more and it also has the most Pack-A-Punched for an off the wall gun too.
A tactic I sometimes use on Kino is to go in the room above the Alley leaving the door to the stage shut. You get no Gas Zombies, I think its the only place in the map where you don't get them.
Two people on the doors with either RPK/HK21 and Ray Guns. The two people on the windows should use bowie knives. Having the Bowie Knife on a window means you hardly have to use your gun. Combine them with the Ballistic Knife to speed your melee attack up and you shouldn't need to switch to a gun (I've cleared every round from about round 8 through to round 26 without firing a single shot). Plus if you up grade your Ballistic Knife your melee attack damage increases as well as the ability to revive down players instantly.
If over run monkey bombs can be thrown into the alley through the window and there is also a trap on the wall. Though we have found this only works up to round 26. After round 26 the zombies are too strong for the two people on the door.
General Stuff
If you have either Monkey Bombs/Gersh devices or Russian Dolls throw them during Dogs/Monkeys. The monkeys bomb won't attract dogs but it can still kill them. A single Gersh device can take several Monkeys at once making it much easier to defend the perk machines. Russian Dolls don't get thrown back by monkeys and because they split into several explosions your likely to kill a few monkeys.
Even though monkeys throw back grenades you can still kill them with grenades. Prime your grenade before throwing it. The monkey will automatically run to it and pick it up. Time it right it will explode in the monkeys hand ![]()
If you have claymores during dogs/monkeys put them down facing a wall. When you get the max ammo place your new ones where you want them and then pick the other two up and put them somewhere else you want them. Might not be much but two extra claymores means you don't have to worry about what's behind you for a little longer.
If there's a max ammo throw a Monkey Bomb or Gersh Device (if you have 3 left throw them all) this gives your team mates time to reload without being in danger and you get all your Monkeys/Gersh devices back. If you have claymores at the same time put them down before you pick the max ammo up.
If your team are all down and you can't revive them just bunch the zombies up until they stop coming (24 max). A Thunder Gun/Zeus Cannon/Ray guns are extremely useful in this situation. Also a single Gersh device or Russian Doll will kill all 24 zombies then repeat as necessary. Don't forget to leave a crawler to give your self time to either get a new gun/perks or Pack-A-Punch. Kill the final crawler near to the Juggernog machine so your team mates can buy it instantly. Then they should just buy a gun from the wall and try to make it through the round by bunching the zombies up. The M16 in Kino is the best option as they have the space of the stage/theatre to bunch the zombies up. In Ascension get the Stakeout and MP5 and head to the PhD Lander. Once down to crawlers try for a more powerful gun from the box.
Ascension
Try to keep the doors to other areas closed as long as possible. This is because if you/your team successfully defend the perk machines that are currently being used the last monkey drops a random perk. Usually everyone gets a different perk but you can all get the same. If all the doors remain closed the the next monkeys can't attack your new perk so you only have to defend one or two machines increasing your chance of getting another free perk.
Try to get the power on early as possible and buy either PhD Flopper (2000) or Quick Revive (1500) . If in a team buy both (even if you don't want it) as it increases your chance of getting Juggernog. If your lucky all your team will get free Juggernog during the early stages meaning you never have to open the doors to it so its always defended
You should then have PhD, Quick Revive and Juggernog. You will then be guaranteed either Speed Cola or Stamin-Up. Though by this point you will probably have opened those doors up to link the Landers so you are likely to lose them, but you should regain these during the next monkeys. Or you could chose to defend one of them and sacrifice your PhD.
If you get downed and need to rebuy Juggernog only open the door next ot Quick Revive. The monkeys will only be able to access the Juggernog machine through the centrifuge room making it easier to protect both Juggernog and Quick revive. If you can place claymores on the steps upto the machine incase any monkeys get passed you. If you don't put them on the steps they won't kill the monkeys.
27-05-2011 01:11 PM - edited 27-05-2011 01:15 PM
Sorry for too many tags opera did not show them up , should have checked the HTML
I edit that during the weekend
jontonathon wrote:Good stuff mate you've obviously done your homework on zombies , out of curiosity would you happen to have the stats for bullet damage i'e what does one round of ammo take from them , both pap and standard??
Weapon stats can be found here
As for the bomb the max points you can gain from it 400 each player
(double points is 800)
SO wait till the round over or almost over at the low rounds higher rounds get it anywho. Less zombies the better.
Moghal2007 wrote:
I used a fire trap yesterday but ended up killing my own team.
Good tips, will be following them.
I done that many times ![]()
Geting hit as i go into it and i go down.
Once your down you can crawl into the trap and not get hurt if your teamates the other side ![]()
Mr_Inconspicous wrote:Great guide.
AK74 doesn't have the most ammo off the wall though
. MP40 has more and it also has the most Pack-A-Punched for an off the wall gun too.
My mistake ![]()
Your right , it still the best gun for damage off the wall. I have picked them both up and PAP them before now ![]()
on 27-05-2011 02:24 PM
@nerdlegend , cheers mate had a look at that couldnae really make head nor tail though , i'll check it later and study it in more detail see if i can figure out all the abb's ![]()
Just realized i never fully explained the one pap and one standard weapon deal , so i'll do that now.
once you've left a clip in your standard weapon and switched to your pap use it until it has one clip left , if no max ammo comes finish of your standard then go pap it , if in the middle of a round you can still do this risk free but it needs a skilled mate , he should group an entire wave together before you make a run for it , once you've legged it , as long as he doesn't kill any you'll have free run of the map , use this tactic if someone needs to go get nog back as well , very effective.
End result you should have one fully loaded pap and one almost dry , same again finish off the near empty gun then go purchase a new toy , this way you should have a decent weapon at all times. ![]()
on 27-05-2011 09:20 PM
on 28-05-2011 03:25 PM
jontonathon wrote:@nerdlegend , cheers mate had a look at that couldnae really make head nor tail though , i'll check it later and study it in more detail see if i can figure out all the abb's
Just realized i never fully explained the one pap and one standard weapon deal , so i'll do that now.
once you've left a clip in your standard weapon and switched to your pap use it until it has one clip left , if no max ammo comes finish of your standard then go pap it , if in the middle of a round you can still do this risk free but it needs a skilled mate , he should group an entire wave together before you make a run for it , once you've legged it , as long as he doesn't kill any you'll have free run of the map , use this tactic if someone needs to go get nog back as well , very effective.
End result you should have one fully loaded pap and one almost dry , same again finish off the near empty gun then go purchase a new toy , this way you should have a decent weapon at all times.
took me like 10mins to work out what it means
That the one off the wall and PAP method ![]()
It the best method for always having a gun and getting the most points. Also means you can get points back easy and waste loads of zombies.
You explained it better then me ![]()
Another good tactic if your in the middle of a round your teammate going for jug. Group the zombies together following you giving them time to get jug. Just don't kill any zombies none are going to spawn around him ![]()
Also works if somebody needs a new gun or somebody goes down and somebody getting them
on 29-05-2011 02:35 PM
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