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Tomo2000

Nazi Zombies: The Complete Guide

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So, quite a while ago I was thinking of writing a big guide for all the different Nazi Zombie maps, because I take pride in being pretty damn good at the game. On top of that, today, I was thinking about writing a guide for the newest map, Mob of the Dead, and a speed route I've discovered as I've played and decided to share with you guys. So, rather than just write a separate topic for each, I'll just compile them all into one topic. For the time being, I'll write a guide purely for Mob of the Dead, but I'll come along and write a new guide every week or so on a different map, either one that's suggested to me, or just my next favourite.

 

 

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Mob of the Dead is a pretty tricky map to master but, once you get your head around it and memorise what needs to be done in Afterlife mode, everything becomes a little more easier. One of the places where Mob of the Dead really went well is that you actually need to preserve your zombies if you want to get to a survivable state early in the game without wasting all your money on the random weapon box. I'm not entirely sure, and I don't think this is proven yet, but I've had many crawlies that die really quickly even up to wave 12 and such, whereas, on Der Riese by that time, for example, crawlies last quite a while. I think this is added because most of them are wrapped in barb wire and such, which makes them bleed out faster. Anyway, here is a Solo guide to my own Speed Run through the Mob of the Dead map. Although this is a pretty detailed guide, you might want to do it as you're playing, and pause to read more as you go. Remember that you have to play on Ordinary difficulty. Also do not use the random weapon box if you come across it, trust me, it's a waste of points. Do not grab any nukes, either, until you have the completed the plane.

 

Wave 1: As soon as the wave starts, you find yourself in Afterlife mode. You'll see the glowing blue doorway with the Electrical Device on the other side. Zap this to power it, and the jail cell with the double points will open. Note that the double points and other power ups that spawn in the other cells don't disappear after a certain amount of time. Revive your character and wait, don't kill zombies yet, or anything like that.

 

Once the zombies are inside, grab the Double Points, and you want them to be inside so you can get whatever power-ups they may have, you want to shoot them six times in the legs or waist, no more, no less, before knifing them. Ensure you do this with each zombie, and remember that bullet penetration applies and does so damage, so, if any zombies are affected by bullet penetration, you might want to be cautious about how many additional bullets you put into them. You want every kill to be a knife kill after the six bullets. A knife kill gives 130 points, whereas you get significantly less for just killing them. With the Six Bullets Knife tactic on wave one, you get 190 points per zombie, which, with double points, becomes 380 per zombie. Remember to repair one barricade while your double points is up, too, as each wave there is a max of boards that can be repaired and still give you points, and, on wave 1, it's most of a barricade. By the end of Wave 1, you should have between 2500 and 3000 points if you did this correctly.

 

Now, before wave 2, you want to open the door closest to where you started, not near the library. Go across the walkway and see if the Warden's Key is hanging from that location. There'll be some electrical sparks around it. You'll know what I mean when you see it.

 

Wave 2: By the time you're out of the starting room and checked that the Warden's Key is there, it will have started wave 2. You should restart if the Warden's Key isn't there until it is. Go down from the walkway and around the corner to the junction box where you can activate Afterlife Mode and go into it. It'll take some practice, but, when in this afterlife mode, you want to do three things. The third can be skipped, but it saves time for later. In Afterlife Mode, from the junction box, look to your left, and up above you is one of the doorways that appear only in Afterlife Mode. Jump up into here, and go left. There'll be a machine that looks almost like a huge server system. Zap this and it'll stop, which lowers the Warden's Key to the ground so you can pick it up. Then leave this area, turn right, and on the left a few steps ahead of you should be another doorway. Go into it, and it takes a bit of jumping to get to the other side. Then turn around and go up, and you'll find an Electrical Device to power. This opens the Laundry door. Leave here and, if you have time, upon exiting, turn left, then left again into a row of cells, and at the end is another Electrical Device. This unlocks a locked cell which contains another power-up. Now quickly return to your character and revive them.

 

Kill every zombie except for one, and, hopefully, you should have between 2500 and 3000 points. Note, however, and this is very important, that six bullets knife doesn't work each round, and that each round would require more bullets. Wave 2 requires 8 bullets and then knife, which, if you got or get a Max Ammo, is very advised. After Wave 2 this system becomes redundant, as it takes a clip, then a clip and a half, then two, and so on, so forth, each successive round to do it. Go to where that second Afterlife door was and you'll see stairs. Go up it, and you need at least 2900. If you don't, you can still do the following, but you just really want to be able to kite well. Up the top of the stairs is a barred door for 1000, open it. Then walk across it, pass the stairs back down to your left, and on the right is another door. Open it. Then, on the wall for 900 is the B32R, which is a three round burst pistol, and is very good early rounds. If you can't get it, don't worry, we're about to spawn more zombies. Don't forget to grab the Warden's Key if you haven't already.

 

First, go down to the Laundry Room and repair the two barricades, which might just give you that 900 for the B32R. Then, if you already have it, or don't have enough, from the stairs down, keep going until you see a padlock on a door. Since you have the Warden's Key, you can unlock it, and you'll notice an Electrical Device that needs powering to the right. Leave this little secluded area in the Laundry Room and do a 180, but don't go up the stairs, keep going, until you get to the other side of the room, with a junction box. Enter Afterlife Mode again.

 

The first thing to do is to activate the Electrical Device in that area you unlocked with the padlock. Then, as fast as you can, run up the stairs and out of the laundry room, up the stairs and across that area you opened the two doors at, except, as you'll see going along the walkway, there's an Afterlife door at the end of this cell block. Go down the steps to the left and jump into the doorway, then down a set of stairs and power another Electrical Device. This will open the Warden's Office. Then return back up those stairs, and all the way back to yourself, and revive yourself. That one zombie should still be around, but now, if you return to that secluded area, you can go left to the washing machine and hold the action key, and it'll start spinning, and the room will get misty. Zombies spawn at this point, but only kill any that you can't kite around or that threaten you. If you can kite around them, don't kill them. You'll need at least six zombies still alive. Wait about 15-20 seconds and the washing machine will open up, giving you the first piece to Icarus, the plane you build on the roof.

 

Kite past the zombies and out of the laundry room, and go to the area where you bought the B32R. You should see what looks like a dog head on one of the walls. Kill a single zombie in close proximity and one of Cerberus' heads will come through the symbol and eat the zombie. It takes four bites, and you'll hear it, to devour the zombie, and you'll want to wait for it to finish, unless you managed to keep alive a tonne of zombies. If you have plenty of zombies, kill any that would get in your way, but kite the most of them. Each time the dog stops eating a zombie, kill one and it'll eat it. After six zombies, it'll disappear. That means there's only two more to do before you can get the Hell's Retriever.

 

From where you turn right into this area, you'll see a set of steps that lead up, do a 180 degree turn, and go up some more. On the very top is a 2000 point door, and beyond that is another 1000 door. Kill the remaining zombies and go to those stairs.

 

Wave 3: Yeah, we did a hell of a lot on only Wave 2, which is fantastic. Things will get a little more mellow now. Camp on the stairs until you have 3000 points, which is hopefully before the wave ends. Once you have 3000, open the 2000 cell door, and then, once going through there, turn left. You'll see the new perk and a work bench, but, if you go towards the work bench, you can turn right, then left, and across another walkway. Do this, and at the end of that walkway, turn right, then left twice, and there's another door. This is the 1000 door, open it, and you're in the infirmary. Go through the rooms until you find a big open room with a padlocked glass box with one of the plane components in it, and you'll see another dog symbol on the wall. If you're still midwave, activate the dog head, and start feeding it. Once either the dog is fed, or there's few zombies left, use the junction box to the left of the symbol, right if you're facing away from it, and, from that room, go right, and into a hallway. You'll see another Afterlife doorway. Go into it, and you have to jump up into an area. You can't jump the entire way, but spam jump, and your character will grab onto the top part and pull himself up. Go right ahead to a door with an electrical device next to it. Zapping this will open the door, which connects the infirmary to the roof.

 

Revive yourself and feed the dog head until the dog head is fed, and there's one zombie left. Since you can only carry one plane part at a time, go to the roof, put the part from the washing machine onto the plane, then wait for the zombie, run around it and down the stairs, and don't let it catch you on the stairs, it could end badly, back down and unlock the glass cube near the dog head, then take it up to the roof and put it onto the plane also. If you're running low on ammo for your B32R, run to it on the wall and you can pick up all its ammo again for 450, so I'd suggest you do that. Then kill the last zombie, and where you camp is dependent on if you've completely fed the dog head.

 

Wave 4: Whether you've fed the dog head depends on how many zombies spawn that wave and what power-ups spawned to help you get the 3000 to get there. Usually the dog head is either full and disappeared or needs one or two more zombies. Once it's fed, go back the way you came, across the cat walk, and, from the new perk, go left. There's a junction box here, and the gondola beyond the junction box to your left. You should have two Afterlife modes available if you didn't go down yet, so use one of them to power the perk, by zapping the electrical device near it, and the one near the gondola. Then, since you're usually near the start of the wave, go to the gondola and kill a few zombies before using it.

 

Upon going across, there are quite a few things to do at this area. Go down the stairs near the gondola and turn right, and you'll come across a door, a workbench, and another dog head symbol. Feed the dog head six zombies, and look out, because zombies can drop down near the work bench behind you, and keep killing zombies until you have one or two left. You should easily have 2000-3500 points by now, depending on power ups. If there's a nuke, do not get it. Before returning to the gondola, if you keep going after the stairs back up pass you on the left, you'll see another area locked with a padlock. Unlock it, and go inside. There's a junction box and a electrical device. Use your last Afterlife point on the junction box and zap the electrical device, which will open another part of the plane. Go up the stairs back to the gondola in Afterlife mode and turn left at the top, then right. Power the electrical device beside Juggernog, then return and revive yourself, and grab the plane part you just opened the gate for. Go to the gondola and, by now, it'll have recharged. Now, you want at least 2750 points. If you don't, you should still have your M1911, and hopefully come across a max ammo by now. Each of the zombie or two you kept alive can take two clips each without dying. This will give you 320 points, and will hopefully put you over the 2750 line. Use the gondola to get back, and return to the laundry room. There is another door in the Laundry Room which costs 2000 to open. Open it, and explore the Citadel Tunnels until you find an area with the three dog heads above it, and inside should be a glowing red area with the Hell's Retriever in the centre. Grab this, as it is invaluable.

 

The Hell's Retriever can be held down and 'primed' twice, which increases its damage and how many zombies it will kill. If the zombies are together in a tightly packed group, it'll kill more of them. Now, depending on how many points you have, it's possible to get a free blundergat, essentially the wonder weapon of this map. You have to throw your Hell's Retriever at five different invisible skulls, which are visible in Afterlife mode. Now, if you have plenty of ammo on your B32R, and an additional 1500 points, then you can get the Blundergat this wave. If you don't have 1500, then, if you're low on ammo on your B32R, you should grab some ammo for it. Regardless of if you have enough points, while the zombies are following you around, do the following.

 

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Go to the Warden's Office, and go to the barricade behind the desk near the end of that area. Look out the barricade, and you should see this. Aim your Hell's Retriever exactly where it is on the image and through it. It should bring you back a blue skull, and you'll hear the noise of something being purchased.

 

 

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This area is hard to explain where it is. If you go to the room you started in, go into the library, and leave through the door on your left. There are three cells, the one on the right is blocked off mostly by a bookshelf. In the middle cell, aim your Hell's Retriever and throw it, and you should get another blue skull.

 

 

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Before you even go to this one, put the part you got from the docks onto the plane, then, from there, go left and forwards more, and you should see this between two pieces of sheet metal near the corner of the roof. Aim here, and throw your Hell's Retriever, and this is your third skull.

 

Now, you should hopefully have 750 points remaining, at least. Go back across the docks, and get the last two skulls.

 

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Go down the steps, and go towards where that locked area was previously, but, if you turn 180 degrees facing where the door was once locked, there's another path with a random weapon box spawn location there also. If you look across from there there's a pier. From the poles that go into the ground, aim above the third one from the left, as shown here, and throw. Fourth skull.

 

 

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This last one is a little tricky. You can get it from the gondola, but I much prefer this method. Go to where Juggernog is on the docks, face it, and turn to the right almost 180 degrees, and you'll see a light post. Now, aim just above the light, and jump. As you reach the peak of your jump, throw the Hell's Retriever, otherwise it isn't enough distance to make it to the skull. This is your fifth and final skull.

 

It's doubtful you have another 750 points, so go camp near the gondola. Use your Hell's Retriever as much as possible, as, at this wave, it's instant kill.

 

Wave 5-7: Continue camping until you have got all five skulls and are at the gondola. You should have plenty of points by this stage, and make sure to keep two zombies alive. Now, return on the gondola, and go to the Warden's Office. On the desk in a fiery inferno you'll get a free Blundergat. Swap this for your M1911. Then you want at least 3000 points, but 6500 if you can. If you can get the 6500, also grab Juggernog. Go into the area where you got the Hell's Retriever, and look for a big cell door that leads down some stairs. Open this, and you'll come across a big spiraling cavern. Go down to the bottom, unlock a little box with the Warden's Key that has three zero's and three power buttons on it, and then open the door immediately to your right. If you have enough points, go down this new area until you find two cell doors that lead to an indoor area with a generator in the middle, and unlock this, too.

 

If you unlock the generator area, go into Afterlife mode here first. There is two big server machines around that room, both on opposite sides, that you'll need to zap. Then go through the afterlife door, and zap the final machine. You'll hear a noise at this point, which indicates that you've unlocked another plane piece, which is behind the electrical door in the Warden's office, which now no longer has electricity running to it.

 

Go back all the way to the top of the spiraling cavern, and you'll see a junction box and, above it reads 'only a soul can see the numbers'. Use the junction box and run back down to that weird three digit box at the bottom. On the way you'll see three numbers, which are completely random. Remember these, and then zap the numbers at the bottom until it says the same numbers. Each zap will increase the number by one, so, on the way down, if you see 4, 2, 7, zap the first number four times, the second twice, and the third seven times. This will result in a noise and the numbers will change to 060. This is a timer, and it'll count down until it hits zero. Run back to the top, revive yourself, then run back down to the bottom. Go through the door to the right of the timer, down the stairs, and turn left. Where once there was just a dead-end is now an open-able area, where you can grab another plane part.

 

Now run all the way back to the infirmary, going through the laundry area so you no longer need to use the gondola, and install the piece you got from the spiral area. Then go to the Warden's Office, and acquire the last part past the once-electrified door. Install this on the plane, and go to the Golden Gate Bridge.

 

On the Golden Gate Bridge is the pack-a-punch machine, but, from here, you can either horde a lot of points by kiting zombies and using the blundergat, or you could try going for the Hell's Redeemer, if you're good at kiting. However, this guide here won't cover that, not yet. I might add more to it in the future, but this is just a guide to a speed run so that you can get the Hell's Retriever, a free Blundergat without using the box, and get to the Golden Gate bridge really quick. Hope you guys find this useful, and I might expand on it in the future.

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