0. In the starting room, there are two floor-levels and the zombies can jump up from the lower level to the upper level, at predetermined locations. The centrifuge in the room takes a spin occasionally, which kills zombies at no points award to you.
1. There is no MP40 on the Ascension map, which means most wall guns will give you ~150 bullets at first, then 120 bullets each time you buy ammo when you have none sparet. Also, the tight spaces may mean that you don't get to concentrate the zombies, so you would be lucky to win back 10 points per bullet, unlike getting a higher average in KDT.
*So far, I see a strategy in taking ~2750 points by round 3, then opening the downstairs door and buying both the MPL and PM63 in the next room; these guns are on different levels, and ditching the pistol will mean 284 bullets from two small SMGs, at the end of the round you can spend 500 points to refill 120 bullets for one gun or 1000 points for both guns; sounds like a bargain in a relatively tight contest.
It is then possible to camp at the top floor of the tower, with one or two players covering the two zombie entrances near the mystery box, and two players covering the stairs up to that room. If everyone has both SMGs, that should work for a few rounds until you get enough points for the Sickle or a few goes at the Mystery Box.
2. The Sickle replaces the Bowie Knife, but works just as well and combines with the Ballistic Knife. Because of the likely average points-per-bullet in Ascension, getting the Sickle+BallisticKnife combo is much more preferable to a Thundergun or any explosives (except the M1911 upgraded). Unfortunately, because of the tight gameplay, it might be hard to get to it early enough to profit from it, unless you have a really dedicated teammate, or get the Ballistic Knife and rocket launched before Round 13.
3. You need to launch the Lunar Lander from each of the three launchpads to fuel the rocket, which you then initiate/launch - and shoot down if you can. Once the rocket is launched, the launchpad is opened up which gets you to the Pack-a-Punch machine.
*I think that this delay to getting at the PaPmachine balances out the game a bit more; too often in KDT the noobs rush to the Mystery Box, then rush to Pack a Punch as soon as they get 5000 points (then complain when you can't revive them safely). Anyhow, when I launched the rocket, I shot it down with a RayGun and ran to the the launchpad, and there I found an X2 bonus under the launchpad. Awesome.
4. Ascension has a lot of open spaces with a number of circuits/circles to walk around; it also has a few tight passageways, mostly the stairs behind the door from the bottom floor of the starting room, heading up to Juggernog, and eventually to the Power Switch.
5. It is nice that the Mystery Box always starts in the Power Switch Room.
6. Unfortunately, you need to flick the power before taking Juggernog, and there are two more doors to open before getting the Sickle. So I think my points spending plan is going to go along these lines:
Door 750 - take the downstairs door because this will open the space to the Juggernog on your way up to the power switch.
MPL 1000
PM63 1000
Door 1000
Door 1250
*Power Switch*
??? Juggernog 2500
Door 1250Door 1250
??? Sickle 3000
7. Somehow I think everyone else on the team is going to go straight for the Mystery Box; the doors from the starting room, lower level, lead to the staircase. It is a tight space, but each level has a wall-gun SMG. That means 120 to 150 bullets, which may net you 10 points per bullet in the fairly confined space, so you may get a surplus of 200-500 from bullets and the remainder from kills.
8. In solo, I used the M14. Basically it is one bullet per round after round 1 (i.e. 2 bullets in round 3) plus melee to finish, with a nasty reload time. Less bullet-hit-points than the M1911, but ammo is cheaply available off the wall.
9. I played an online multiplayer and reached round 23, without anyone doing the glitch in some corner.
10. The Space Monkeys - they attack the drinks machines, which causes you to lose your perks. I reckon this really balances the game, because in KDT it was just 9000 points to recover after being revived, while someone distracts the zombie herd for you; and the dogs rounds were typically fairly easy to manage.
11. Apparently there is a sequence of things to do to reconstruct the Cassimir mechanism (zero-point energy devices??? The integral of the electron is nonzero, which means that there is energy in a vacuum, which may be an explanation for dark energy in the cosmos). Someone posted it online somewhere, but all I remember is that it involves a number of Mystery Box items and you will need a reliable team to make an attempt at this.
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