Total Pageviews

2011/02/20

Kino Der Toten notes

Relaxedatittude's notes to Kino Der Toten

Treyarch has made a wonderful game in its Call of Duty: Black Ops, Zombies\Kino Der Toten.
This is my current Kino Der Toten (KDT) strategy that essentially combines a number of existing strategies, then pushes the limits.
*some errors edited thanks to ryanl435*

The premises of this strategy are to:
  1. get as many points as possible per point spent on new bullets,
  2. minimizing exposure to danger,
  3. maintaining a healthy surplus of points for the inevitable fall,
  4. control the zombies a little: turning the zombie horde into a manageable zombie herd.

Get the most points per point spent on bullets: choosing weapons and Pack-a-Punch
A lot of online players like to kill every zombie they see, as fast as possible, and using the coolest, most powerful gun at all times.
Unfortunately, this approach has a number of problems, especially from Round 10 or so.
  1. Melee kills are worth more points than one-hit (Ray Gun) kills, around double;
  2. Except towards the end of each round, each time you kill a zombie, a new one spawns somewhere else on the map, and very likely behind you;
  3. Every bullet costs you points to buy, directly (off the wall) or indirectly (via purchase of a gun or Pack-a-Punch), so your goal with every gun/ammo should be to get more points using it than it cost you to buy;
  4. Your powerful, upgraded weapon will run out of ammo eventually, and you won't see a Max Ammo until you kill zombies (especially Thundergun - it doesn't help zombies to drop Max Ammo), so better to gear yourself to swap any empty gun for something with ammo;
  5. Reload time and aiming time are not your friends when a large number of zombies are closing in on you from multiple angles.
Weapons strategy:
Apart from some 3-weapon glitch, you will have a Primary Weapon and a Secondary Weapon.
Your Primary Weapon should be the (Pack-a-Punched asap) Ballistic Knife up to Round 14, or any fully-automatic weapon with a high capacity of spare ammo, such as: Mystery Box Assault Rifles except FN-FAL, or the wall gun MP40.
Your Secondary Weapon could be a Thundergun, Ray Gun, a second Primary Weapon, your M1911 pistol (Pack-a-Punch after Round 8), a shotgun, some other pistol, or the Crossbow (Pack-a-Punch after Round 8).
Don't feel bad about swapping out any Primary Weapon for another when the ammo is low; and make it easier for yourself by not investing too many points in your Primary Weapon through Pack-a-Punch.
Ray Gun: I think that before Round 20, the Ray Gun should not be a Primary Weapon, because you get far more points from weapons that are not one-hit kills.

How many bullets do you get per point spent? When to Pack-a-Punch?
You get 50 points per zombie gunshot kill, or 100 points for a headshot kill, or 130 points if you finish them with a melee kill.
In addition to the actual kill, you get points for each bullet-hit. In later rounds, you can get a lot more points by shooting bullets at zombies that do not kill zombies, much more than you get from killing them. 
Each non-fatal bullet hit nets you 10 points per zombie, for up to 3 zombies. Theoretically you can get 30 points per bullet; realistically what you can get depends on how you play, but I think that an average of 15 or 20 points per bullet is very achievable.
In the early rounds, you should aim to soften zombies with bullets, then finish them with a melee.
In later rounds, it is a bit risky to attempt a melee, so mow them down with bullets only.

Let's consider the wall guns.
  • Wall gun SMGs: cost 500 points for around 120 to 150 bullets, so assume around 2000 points from non-lethal bullet hits for a surplus of 1500 points each time you empty the SMG bullets into zombies;
  • Wall gun MP40: cost 500 points for 192 bullets, so 2500 points from non-lethal bullet hits or a 2000 point surplus.
  • Other wall guns: M16 might be ok, but the rest are not.
    • Upgraded ammo (i.e. for your Pack-a-Punched wall gun) costs 4500 for the same number of bullets; at best this is the MP40 for 192 bullets netting 1920-4000 points, so you need the kill-points to make it worthwhile, and eventually the upgraded ammo costs more than you can get from shooting zombies with it.
    Let's consider the Mystery Box guns.
    If you use the box multiple times to get a gun, that costs you 950 points each time.
    So if you open the box twice before taking, say, the AUG, then that AUG cost you 1900 points.
    If you took the first gun on offer, that gun cost you 950.
    LMGs:
    • HK21 has 625 bullets – a real bargain for 950 points.
    • RPK has 500 bullets – still a bargain, and has better handling.
    • Pack-a-punch HK21 – you get 900 bullets for 5000 points to pack a punch
    • Pack-a-punch RPK – you get 625 bullets for 5000 points to pack a punch
    Assault Rifles:
    • Generally come with more than 200 bullets, Galil has 350 bullets, giving you a surplus from bullet-hits of 3000 points.
    • Pack-a-Punch Assault Rifle: may increase the number of bullets to over 300, giving you a surplus of 4000 points.
    Before you pack-a-punch any Assault Rifle or LMG, you can probably empty all the bullets at some tough zombies for more than the cost of purchase from the Mystery Box. If you get Max Ammo at some stage, that should increase the value to you.
    After you pack-a-punch, you might get all your points back from your LMG before it runs out of bullets (assuming you emptied it before you packed a punch), but Pack-a-Punching your Assault Rifles won't be economical unless get the Max Ammo at least once after nearly emptying your Assault Rifles.
    Frankly, my advice is to not bother to Pack-a-Punch these weapons. You spend a lot of points but don't get all the points back so soon. Without Pack-a-Punch, your bullets will be weaker, which means in later rounds, you will get the same bullet-hit points as a Pack-a-Punched weapon, and then swap your empty gun for any other suitable Primary Weapon.


    From Zombie Horde to Zombie Herd:
    Each round, the zombies get tougher, which means a few things:
    • it is harder to judge when to finish them off with a melee, therefore you put yourself in greater danger when you attempt to do so,
    • you can 'milk' them for lots of points from non-fatal bullet-hits, and simultaneously the number of kills per purchase of bullets will decrease compared to earlier rounds.
    So when you aren't completely comfortable to melee kill them, just shoot.
    And if you shoot at a bunch, there is a better chance that each bullet will win you points.

    There are a few things about zombies that you should use to your advantage, which makes your gameplay a lot more comfortable and relaxing.
    1. Zombie total: There is a maximum total number of zombie spawns each round, which increases each round;
    2. Zombie maximum: There is also a maximum total number of zombies in play at any given time each round, which also increases each round;
    3. Zombies generally lock-on to one player as a target, but do switch to the closest player.
    4. A zombie running is slower than a player walking
    5. After opening the four doors on the right, and flicking the switch, there is a 'long circuit' and the 'short circuit';
      From the lobby, the long circuit is to take the stairs on the left, go to the upstairs door, walk through the trap, walk towards the sofa and the portrait of Dr Richtofen, turn left to the next door, down the stairs, go left (near the tables) and down the staircase, walk past the Mystery Box in the dressing room, then head to the back of the stage, near the Claymores on the wall, then run to the middle of the Theatre, head towards the lobby, go right-wards around the counter, then back to the front of the lobby where you start the game.

    Now, given 1 and 2 above, there are three stages to each round:
    • Zombie Accumulation: this is when the number of zombies walking around and chasing you is less than zombie maximum, and new zombies are breaking through the holes in the walls, climbing down walls or dropping from the holes in the roof;
    • Zombie End-Game: this is when Zombie total has been reached and no new zombies will spawn on the map for the rest of the round. At this point you will not hear any boards being broken or new zombies dropping from holes or crawling down walls;
    • Middle of the Round (MotR): this is when zombie maximum has already been reached, and each zombie you kill will cause a new zombie to spawn, including at the wall right behind you.

    During the MotR, if you do not kill any zombies, walk a circuit and dodge every zombie in front of you, eventually you will have a big bunch of zombies chasing you from behind; this is the Zombie Herd. They are all safely behind you, and if you kill just one zombie, then just one new zombie will spawn somewhere, sometimes ahead of you on the circuit, and you should be able to easily dodge just one zombie. Maybe it is easier to kill only the ones in front?
    Plus, if you walk the long circuit with the leaders of the Zombie Herd not too far away, say 5-6 steps, the leaders of the Herd will follow you on the long circuit and the rest of the Herd will catch up to the leaders by taking the short circuit.
    This will ensure that you get a lot of zombies clustered together. What next?

    Firing from the hip, you can unload all of your fully-automatic weapon bullets into the Herd, with reasonably good accuracy. This will help you get close to the maximum number of points possible from your Primary Weapon bullets, because it's like shooting a wall - fewer bullets will miss, more bullets will hit, including more hits to multiple zombies. You get heaps of points back for your points spent.
    Two notes:
    1. Nuke: if you get and use the Nuke, all zombies that are spawned on the map will be nuked and you are back to Zombie accumulation from all available doors in your vicinity.
    2. Zombie End Game: 'Leave a crawler' being the noob catchcry. Once you finish off the zombies down to a select few, this is a great time to board up for points, restock bullets for wall guns, buy perks, use the Mystery Box or distract the last zombie(s) while your teammate takes an AFK break.

    Points surplus:
    It feels easier to buy any available wall gun, have a go at the Mystery Box or Pack-a-Punch a weapon when you have plenty of points to spare.
    Often enough, I see noobs fixing walls in the later rounds (i.e. after round 8) just to get points to have a go at the Mystery Box. I say: better to have heaps of points so that you don't care what weapon you get, so you can just have another go later.
    But the most important reason for having a big points surplus is the fact that when you fall, your best hope to bounce back is to have a big surplus of points.
    • Make no mistake, you will fall eventually. Hopefully one of your teammates can revive you in time, otherwise you have to wait and see if they finish the round and you get resurrected.
    • For the first 10 rounds, it is far better to accumulate a big surplus of points rather than trying to set yourself up with the best possible weapons. The Mystery Box is 950 each time, Pack-a-Punch is 5000, and eventually, whatever you get you will run out of ammo with no Max Ammo in sight.
    • By Round 20 onwards, you will need to have every perks-a-cola drink to play your best. That will cost you 9000 points each time you fall.
    • If you get resurrected, you will also need to buy some new guns. At a bare minimum, if you risk resurrection, try to have 3500 points to spare for Juggernog and an SMG like the MP40, and some help to cover you while you run for drinks.
    So, while in the first 10 rounds, as much as possible, accumulate a surplus of 20,000 points, or more, on the back of a Bowie Knife and Juggernog drink only. The zombies are relatively weaker and your teammates will find it easier to attempt a revival if you do fall.

    Points-Spending sub-strategy.
    Refer to the Bowie Knife sub-strategy; basically if you get it very early, when the zombies are weak, you will rack up heaps of points using the Bowie Knife to finish off every zombie up to Round 10.
    This is how I spend points, in the following order:
    • 750 pts first door, upstairs on the right of the lobby
    • 1000 pts second door
    • 1250 pts third door
    • 1250 pts fourth door
    • *then flick the power switch straight away*
    • 3000 pts Bowie Knife
    • [sub-total 7250 pts to get the Bowie Knife, so in theory this is acquired by round 4, and you get all these points back by melee-killing the next 56 zombies in solo, less if you soften them with bullets)
    • *1000 pts MP40 if the dogs arrive earlier than you get the Bowie Knife, or you don't get a good Primary Weapon from the Mystery Box
    • 2500 pts Juggernog
    • 1000 pts Claymores – start stacking them
    • 10 pts each for Mystery Box items at Fire Sale prices
    • 950 pts each Mystery Box item at regular prices
    • 3000 pts Speed Cola
    • 750 pts for the first door, downstairs on the left of the lobby
    • 1000 pts second door on left
    • 2000 pts Double Tap
    • And possibly 10000 to Pack-a-Punch two weapons, depending on what I get by round 10

    Rounds 1, 2 and 3 substrategy:
    Maximum points in Round 1 can be: 5-6 pistol shots per zombie, finish with a melee kill, gives 50-60 points per zombie plus 130 for the melee kill or 180-190 points in total. In solo, you would end round 1 with 1600+ points.
    Alternatively, allow them to break in, then line-up 3 of them and shoot 5 shots at the first one, slash, then 3 (?not sure if 3 is the maximum here) shots at the second zombie, slash, and 3 shots at the third zombie, slash. You should get just a little more points from fewer bullets this way.
    Allowing zombies to destroy barriers in Rounds 1-3, you get a maximum 40 points for fixing barriers in Round 1, and slightly more each round. After these rounds, fixing barriers is a lot less important once you have a big surplus of points.
    Round 2 and 3 similarly: you probably get a Max Ammo using the glitch sub-strategy, so just hang on to the M1911 and shoot every bullet into a zombie or three for 10-30 points per bullet.
    Typically I hang on to the M1911 until round 10 or so; sometimes I upgrade it then ditch it later; depends on the Mystery Box.

    Bowie-Knife and Ballistic Knife sub-strategy:
    The main priority in my broader strategy is to get the points for the Bowie Knife ASAP and slash your way to 10,000 points.
    The Bowie Knife costs 3000 pts and is a one-hit melee kill (130 points) up to but not including round 10; it can still one-hit-kill the gas zombies for an extra two rounds.
    If you get a Ballistic Knife and upgrade it before Round 13, it becomes the Krauss Refibrillator and, combined with the Bowie Knife, is a one-hit melee kill (130 points) up to round 14, or round 16 for gas zombies.
    If you don't get the Krauss Refibrillator, a few bullets from an M1911 or other gun will soften the zombie to be a one-hit melee kill (130 points +10pts per bullet); this takes 4 bullets in Round 10, maybe 8 bullets in round 11; otherwise slash twice, or target gas zombies.
    Therefore, I try to get to the Bowie Knife as the priority and cheapskate the Mystery Box until a Fire Sale. After using the Bowie Knife to melee kill 20 zombies, you can definitely afford the safety of Juggernog and pretty soon rack up heaps of points for use later in the game.
    Some people don't like to buy the Bowie Knife early, and leave it until later. Here's "the math" on this: if you shoot zombies for less than 80 points per zombie before you get the kill, the Bowie Knife is better value. Afterwards, you should shoot first for 80+points then get 50 points for the kill, which is more than the Bowie Knife. Apart from the M1911, most guns won't net you 80 points from bullets per zombie until round 20 or so.
    Anyhow, if you have a Bowie Knife later, when you reach Zombie End Game, you can save some bullets by using the knife.
    Also, the upgraded Krauss Refibrillator is an instant-revive for downed teammates. Just look for the blue colour reticle when close by; but at a distance, aim the reticle above the player and fire away - like using the crossbow in multiplayer - you may yet revive someone who is on the stage when you are in the Projector room (  :-)  I did it! )

    Handling Noobs
    Since this strategy involves accumulating a lot of points in the early rounds, in multiplayer KDT, you will run into noobs who think that you, with the most points because you didn't waste any on the wall guns or mystery box, somehow owe them to open the next door, hire a trap or hire a turret.
    In these cases, I ignore them, save up 5500+ points to open the last two doors and buy the Bowie Knife, figuring that the noobs usually rush for the MP40 anyway.

    Mystery Box
    Always take the Monkey Bomb if it comes out of the Mystery Box. It will never replace any weapon you have.
    A lot of noobs love the Mystery Box: for just 950 points you buy the chance at a great gun, and a reasonable chance at something fairly ordinary, or the Monkey Bomb. Of course, noobs are rather picky with their weapons and seem willing to take 10 hits at the Mystery Box for 9500 points instead of saving those points for when they fall and get revived, or taking any automatic gun and earning back those 950 points first.
    Any weapon you get from the Mystery Box will require you to get a Max Ammo to replenish any ammo you use. Sometimes after a zombie drops the Max Ammo, it isn't always easy to actually get your hands on it, and it can be risky.
    Still, when there is a Fire Sale, the Mystery Box costs just 10 points and that is definitely a bargain for a chance at the best weapons available, or an extremely low cost, full-ammo replacement for your Primary Weapon.
    My views on Mystery Box items are:
    • Teddy Bear: haha you got the Teddy Bear.
    • Monkey Bomb: always take the Monkey Bomb. I can't believe that noob who didn't.
    • Ballistic Knife – take it as a Primary Weapon up to Round 14 and definitely Pack-a-Punch a.s.a.p., otherwise retain it as a Secondary Weapon if playing with two or three noobs who fall down a lot. Also, you run a lot faster with it equipped, which can be very useful.
    • Assault Rifles or LMGs – take any one to replace your empty or nearly-empty Primary Weapon. Galil has the best Assault Rifle spare ammo capacity and is possibly worth upgrading (has 315 spare, 490 after upgrade), then AUG or Commando has 30rounds with 270 spare; I don't much like the FN-FAL or G11, but between them the G11 seems better for milking points from zombies; swap any empty AR/LMG gun for anything with more ammo.
    • Thundergun OR Ray Gun – Before Round 20, take only one or the other as a Secondary Weapon and, if you can help it, Pack-a-Punch only when close to empty.
      After Round 20, the Ray Gun is an acceptable Primary Weapon. Upgrade it in order to avoid getting hit with its splash-back. Before round 20, using it means you will get less points than using an SMG, LMG or AR.
      After Round 20, I prefer to retain the Thundergun as a Secondary Weapon, it really helps with the first walk around the long circuit. It can help you in sticky situations, but only if you get it ready a few seconds before the zombies arrive - it takes time to swap to it.
      Note also that any zombies killed with the Thundergun will not drop any bonuses like Max Ammo, X2, Insta-kill or Carpenter; and sometimes the Thundergun doesn't kill the zombies - they get tougher each round and eventually can get back up after being hit with the Thundergun. If not dead, their eyes will still glow.
    • Spectre - basically an SMG, only has 120 spare ammo, but it shoots very straight. It's ok to take it - empty every bullet at a zombie for 1500+ points (i.e. get your points back) then swap it for another gun; not worth an upgrade.
    • Crossbow – can be useful but only after Pack-a-Punch; on the plus side, after a bolt is loaded, it deploys faster than the Monkey Bomb, but as a tactical distraction, it doesn't last as long.
    • Sniper Rifles: useful as a scope, not useful as a gun; very likely a waste of points.
    • Shotguns: ok for softening targets during rounds 10-15 ahead of a Bowie Knife melee, otherwise not so great; kills too quickly in round 1-10, not many bullet-points using it afterwards.
    • Launchers: the upgraded LAW can really help clear a room - but then you end up with new spawns charging at you; China Lake/Beach - reload time is not your friend; these things can backfire on you too, so I say: best avoided like Sniper rifles.
    • Pistols: Python is like a shotgun, CZ75 is tougher than the M1911-without-Pack-a-Punch, but there are definitely better buys.

    Fire Sale sub-strategy:
    The 'Fire Sale' causes a Mystery Box to be available in every room, and buy weapons for 10pts each, so when the sale is on, open a box and the next-closest box to have two chances at great gun.
    For instance, the Dressing Room and 'MP40 room' give you the option of opening two boxes within dashing distance of each other; open one box, open the other, checking the first box, check the second box. If you are nearby when the sale starts, you can sometimes open both boxes twice each, so you get 4 chances at something great at a cost of just 40 points.
    Also, between the lobby and the upper-right door is a similar situation of boxes.
    For other locations, open one box and wait to see what it is; take it if you like it otherwise run to another box for a second chance.
    If you are out of ammo on your primary weapon, and you get a pistol, sniper rifle or shotgun offered, usually you can take the weapon then open the box again sooner than waiting for it to disappear.

    The Glitch sub-strategy
    It was mentioned at wikia as ". A glitch exists where one player lies prone in the corner near the Quick Revive machine, facing the corner, and another player dives on top of him. Both players will be immediately downed."
    Actually, it works anywhere, but it is convenient to use a room corner to make it easier to do.
    What this glitch does is increase the frequency that zombies drop the bonuses X2, Instakill, Carpenter, Max Ammo and Fire Sale.
    In two-person private matches, it doesn't feel necessary, but in online multiplayer, it helps and needs three people to make it work.
    You need one player to lie down, generally up against a corner, so that a second player can run-drop right on top of them (i.e. run and hit the crouch button, which causes you to 'dive', aim for the head / the same corner). This causes both players to lose 30 pts (bargain price, right?), drop to 'revive-me' mode and get the drum+little girl laugh (like when the Mystery Box disappears with the teddy bear). A third player is needed to ensure game continuity and to revive both players.
    Since you fall down to revive mode, this means that you lose all your current perks-a-cola; so, if you do it at the start of Round 1, 2 or 3, you won't have bought any perks by then so you've got nothing to lose.

    Dogs Rounds
    Dogs Rounds are great. A little music precedes them and that gives you time to dig in.
    The best places to dig in are small sub-rooms that have one way for the dogs to get in and a little space for two or more people. It does not matter if that little sub-room has a hole in the wall – the dogs don't use them.
    The first three rounds of dogs are one-hit melee kills with the Bowie Knife or several bullets from any gun off the wall.
    The last dog drops a Max Ammo, so if you have a RayGun or Thundergun, or their upgraded versions, feel free to use all of your ammo on the dogs because it will replenish at the end of the round.
    If, while attempting to follow my straight-to-the-Bowie-Knife strategy, you get the dogs before the knife, just buy any wallgun SMG like PM63 or MP40 and dig in to the toilet (the room with a green colour light, just to the right of the first door). Be sure to reload after killing each dog.


    Claymores sub-strategy.
    Claymores are helpful and the next bargain after the Bowie Knife and Juggernog.
    Claymores are replaced 2 per round, and for each Max Ammo.
    Claymores do not disappear when you fall down, revived or not.
    Claymores can be picked up (maximum 2 can be carried) and replaced anywhere you choose.
    Also, if you do fall down and are not revived, you can buy the Claymores again 1000 points and then pick up any claymore that you placed earlier that did not detonate
    So, try to buy the Claymores early, start stacking them somewhere that won't be detonated; you can ensure this buy pointing them at a wall, or leaving them in the Projector room or at a corner near a drink machine.

    Traps and Turrets.
    Traps and Turrets do not earn the players any points. It is best to avoid using them until round 25 or so, unless necessary to help revive someone, then use turrets to 'soften' the zombies before you get points from bullet hits or killing them.
    The electricity and fire traps are helpful for covering a trip to a Mystery Box if running a reverse circuit with a horde behind you; otherwise they really are not helpful.

    Revive your teammate strategy.
    When you get hit too much, you fall and wait for your teammates to revive you. If you have Juggernog, you will take a few more hits before falling, so it is a priority perks drink to get.
    Your teammates may not always have the luxury of time to revive you, so it would help for everyone to have Quick Revive.
    Some guys complain for help because they have a few upgraded guns and no spare points; they cry out that they can't afford to die and lose these great guns. I say differently - don't rely on great guns to get you through the game, because you will run out of ammo eventually, so you need to have heaps of points and be flexible about which gun you are using.
    Often enough, players fall because they don't control the horde of zombies.
    And if the guys who fall a lot are going to dashboard because you can't easily revive them, why bother putting yourself and everyone's leaderboard challenge at risk in trying to save them?

    Two-player, in MotR
    1. Make sure the fallen player has heaps of points (i.e. falling is inevitable, so all players should be prepared); after some round, if a person is not revived and has less than 1500 points, they start the next round with 1500 points (which they should use for an MP40 straight away).
    2. Stop killing zombies; this ensures that when you stop to do the revive, that you are less likely to have a zombie drop down or break through a nearby hole.
    3. Walk some of the short circuit away from the downed teammate, this is to lead the horde/herd away from him and let any new spawns come into the map away from the fallen; sprint occasionally
    4. As soon as you see him, throw a Monkey Bomb, activate the nearest turret or ready the Awful Lawton (Pack-a-Punched Crossbow) and fire a bolt just before arriving
    5. If Juggernog is nearby and the coast is clear, the revived partner ought to buy it, otherwise just walk a long circuit and sprint to Juggernog later.
    Multiplayer, in MotR
    1. Do the two-player strategy, OR
    2. One player distracts the horde while another player revives the fallen
      The one who distracts will usually be the one closest to the zombies;
    3. If the circuit is not so easy, you may have to open up the other circuit of doors on the left.
    Other tips:
    • If the round is still in Zombie Accumulation or is reaching Zombie End Game, you may find it easier to just go over and revive, with someone covering you using a Monkey Bomb, Thundergun or anything else; depends on your crew and what you have in stock.
    • If the downed player is near the teleporter, which is all set to go, then the downed player should crawl to the teleporter before they turn 'red' so that the next nearest player can teleport them both to the safety of the projector room and attempt a revive.


    'Five' map
    You can do similarly in 'Five'. The main differences are that you buy the MPL wall gun and/or PM63, depending on how soon you take the lift down, and you may not generally reach the Bowie Knife until round 8, and the Juggernog is a little harder to get:
    Points spending:
    • 750 points first door
    • 1000 points MPL (3 bullets plus melee, increase 1 bullet each round, or aim for headshots)
    • 500 points for Quick Revive in solo mode
    • 500 points more MPL ammo
    • 1000 points to clear debris from lift
    • 250 points to use lift to War Room
    • 1000 points for PM63 (swap for MPL or pistol)
    • 500 points for PM63 ammo
    • 250 points for lift (back upstairs perhaps? If feeling cornered)
    • 500 points more MPL ammo
    • 250 points for lift (back to downstairs)
    • 1000 points to clear debris from stairs
    • 1000 points to clear debris from lift
    • 250 points to use lift to Laboratories
    • 1250 points to open the first door on the left
    • 3000 points for Bowie Knife
    • ***11000 points to get the Bowie Knife!***
    • 1250 points for a door to the room with the Mystery Box (if not the first room)
    • 950 points for Mystery Box – hoping for the Ballistic Knife so you can catch up to the Pentagon Thief
    • *Turn on the Power, get into a teleporter to go to the middle level and the Juggernog machine
    • 2500 points for Juggernog
    • Equip the non-Ballistic Knife weapon so that the Pentagon thief takes it
    • Chase/Run/Catch up to and kill the Pentagon Thief with Ballistic Knife+Bowie Knife
    • Go to the Mystery Boxes during the Fire Sale that ensues
    • It can help your game by having two players on each of two levels, in order to spread the zombies around
    • Good luck for anything else!

    No comments: