This guide is designed to help you survive longer in Black Ops Zombies. Zombies can be played with 1 to 4 players. The number of zombies each round also largely depends on the number of players. Zombies Mode is a survival game in which the player must survive endless waves of zombies until they are overwhelmed. The player earns points which can be spent on weapons, perks, opening doors, clearing debris, activating traps and the Mystery Box. The player starts with a M1911 loaded with 5 magazines, finding that zombies are breaking in through the windows. The Zombies pull away the boards and climb through to attack you (Note: Zombies attack through windows). The player must kill all the zombies on the map to proceed to the next round, in which there are progressively more zombies with more health.
The power isn't turned on, though the power is essential for many things. The Pack a Punch Room is a room where you can upgrade your weapons by putting them into a Pack a Punch Machine which costs 5000 points. This upgrades even the worst weapons into awesome weapons of destruction. When in solo mode, if you die, it's game over. When in multiplayer, if you die, you are downed and can be revived, but you bleed out if not revived in time to be spawned next round. In multiplayer if all players are downed then it's game over. When you are downed you lose all perks. When you bleed out you lose all weapons, perks and equipment.
 Power - Kino Der Toten
The power is essential to doing well in Zombies, so make it the first thing you learn how to do. The power activates all perks, traps, teleports and machine turrets. Note: The mystery box will work without power, but the map guide behind it will have no power, and thus can't tell you where it is.
The power is in the stage part of the theater where the huge curtains are. You can get there by either taking the path to the right, or the path to the left. Left has an AK-74u, 2 Mystery Boxes and the MPL. Right has the PM63, MP40, Stakeout, MP5K, MPL and 3 Mystery Boxes. Your decision, as they both cost the same.
The power is located by the M16, on the stage. The curtains raise, and a large scuffling noise occurs as well as dirt dropping from the roof. The front doors to the first room open up. Crawler zombies now crawl down the roof, so be careful, as these zombies are very dangerous. It will cost you 4250 points minimum.
 Power - Five
Five is composed of three levels. The power is on the bottom level, down both elevators. Unlike Kino there is only one way to the Power and you must open 1 door and clear all debris in your way. Start by opening the white door and then clear the debris in front of the elevator. Go down the elevator to the War Room, then down the stairs to the floor of the War Room, clearing debris on the way to the elevator. Go down it to the Labs. This is a huge level with plenty of rooms. All of them need to be unlocked to access, except the power switch. Go down the hallway until you see a room labelled with a 3. Turn on the power switch. This now activates all the teleporters on the map. These teleporters will randomly teleport you to other locations within the map. The power also activates the perk machines, and DEFCON switches. It will cost you 4250 points minimum.
 Power - Ascension
From the starting room, follow the arrows, up all the staircases. At the very top is a switchboard. Straightforward, no tricks.
 Power - Call of the Dead
From the start, go right across the bridge. Again, electric arrows are your friend, follow them up the stairs to the top. There is a switchboard in the middle of the room.
 Power - Shangri-La
Go slightly left from the start, and then head straight forward through the trap room, then head over the long wooden bridge. Keep going forward, through the cave entrance, through the waterfall and right, into the next room. Keep going straight, then left. You will arrive in a mine. On the left of the room are two power switches. Flip the switches, and release the water
 P-a-P - Kino Der Toten
To Pack-a-punch on Kino Der Toten, once the power is turned on you must turn on the teleporter (found right in front of the power switch) by holding the button it says on it until you hear a click. Next, run to the first room and activate the pad (a glowing circle, where you spawn to begin with) and go back to the teleporter. Hold again to be teleported up to the Pack a Punch room.
Once in the Pack a Punch room, you must find the Pack a Punch machine (opposite the large window) and put your chosen weapon into it. Make sure to grab your upgraded weapon. Congratulations for your new awesome weapon!! You must activate the teleporter and pad each time you want to Pack-a-Punch, and the teleporter has a cool-down time every time you use it.
 P-a-P - Five
On the middle floor of the Pentagon - The War Room - there are four switches with DEFCON written on them. You must find them and activate all the switches. After each one is activated the DEFCON Level will change, when all are activated and it says DEFCON 5, the Pack a Punch Room can be accessed via any and every teleport. After you leave the room, you must activate DEFCON 5 again before being able to enter.
 P-a-P - Ascension
This consists of 3 Lunar Launchers. Activate these 3 launchers, then go to the power room and flick the switch to the right. This must be done each time. There is 1 next to the PHD Flopper, the stamina, and the sickle.
 P-a-P - Call of the Dead
The PaP Machine moves locations when thunder sounds, always spawns in water and changes after each thunder sound. Look to the Lighthouse for it's position. It spawns in three places. Near the start(right of quick revive, next to Juggernog(in flooded room), and behind the lighthouse.
 P-a-P - Shangri-La
This is more complicated. There are four monkey idols around the map, one of which will have a spinning body part. Next to each is a button on which you must stand. Monkey Idol Locations - Near the power, At the spawn next to the quick revive, at the right side of the bridge over the water fall and lastly, next the box that sends you up to the railcart.
The number of buttons you have to stand on depends on the number of players you have, and must be stood on simultaneously. Then you may enter the pack a punch room, which is located at the spawn, up the aztec temple, for approximately 60 seconds. After then, you will be flushed down the stairs.
 Operational Component - Five
One Five, there is a metal detector outside the first door which requires an "operational component". This is required to activate the traps in Five. This component is found on the lowest floor, so you must take the elevator to the Pentagon's War Room, clear debris and go down the big elevator. Once on the bottom floor, go slightly forward out of the elevator turn left and on the wall is a red box, which you must pick up. Do so, and return to the metal detectors and enter it. The second component can be located immediatly to the right of the big elevator as you look at it, behind the computer consoles, hidden in the shadows. You should be able to see it on the floor, and the pick up prompt should appear.
 Types of Zombies
Zombies come in 10 different varieties which all have the same health per round, other than dogs, the Pentegon Thief, monkeys and George A. Romero. These are:
- Normal Zombies - will walk at you and hit you when within range. Require two hits to kill you.
- Runner Zombies - will run at you and hit you within range and take two hits to kill you
- Jumper Zombies (Kino) - are zombies who jump from a height, from somewhere that can't be barricaded. They come from holes in the ceiling as well as in the alley off the roof.
- Crawler Zombies - are normal or runner zombies without legs that will crawl at you with their arms at two paces: an extremely slow pace and a fast one. These are difficult to see at times.
- Gas Zombies - Crawl at two paces: fast and slow. Faster ones crawl at a slightly slower pace than runner zombies and take two to three hits to kill you. When they die from any weapon other than the ray gun, thunder gun and knife they let off a Nova-6 gas explosion which causes you and other zombies damage. They appear when you turn the power on.
- Hellhounds - Dogs (stronger), flamed dogs (weaker), that sprint and leap at you. Appear on different Rounds depending on whether you open doors.
- Monkeys - Small monkeys who replace the Dogs Round in Ascension. Their priority is to attack the Perk Machines and remove your perks. When the player is close they jump and hit the ground sending a shock wave to a small area around them, much like the Perk-a-cola called PHD Flopper. They spawn from the dropping satelites and appear every four rounds.
- George A. Romero - Exclusive to Call of the Dead. He comes every second round after being killed. George is a film director zombified, and as such, logically, will attack you with a high-voltage stage light. Extremely high damage threshold. Once shot or touched he will go berserk, and sprint. When close to death, his stage light changes to yellow. George's health doesn't change, but is dependent on the number of players. He isn't affect by Insta-kill or Nuke.
- The Pentagon Thief (PT) - Exclusive to Five, he persues you, takes the weapon you're holding, and runs through the teleporters trying to escape. If he is stopped before grabbing a weapon from you or (if playing multiplayer) your partner(s), he will drop a "Bon-fire-sale", but if you kill him after he takes one, he drops a "Max ammo". Possesses high health levels, and disappears if it reaches the central teleporter after taking your weapon.
- Shrieker Zombies (Screamers) - Exclusive to Shangri-La. Pale-skinned zombies, that blind you with their shrieks. They always sprint, and if head-shotted whilst screaming will take nearby Zombie's heads with it. Isn't affected by insta-kill or Nuke.
- Napalm Zombies - Exclusive to Shangri-La. These are on fire, and have a higher damage threshold. They will explode upon death, delivering splash damage, as well as remnants of napalm in their general vicinity. This napalm harms the player and zombies. It will also explode upon getting too close to the player. It isn't affected by Nuke or Insta-Kill. Kill it before the end of the round. Otherwise it starts sprinting.
 Points Values
Zombie - Hit: 10 Points
Zombie - Kill: 50-60 Points
Zombie - Lethal Headshot: 100 Points
Zombie - Melee: 10 Points
Zombie - Lethal melee: 130 Points
Hellhound - Hit: 10 Points
Hellhound - Kill: 60-100 Points
Hellhound - Melee: 10 points
Hellhound - Lethal Melee: 130 point
 Board Repair
Repairing Boards is a way to earn points and each board is worth 10 points. There is a cap to the amount of points you may earn in each round, and they are:
Round 1: 40 points
Round 2: 90 points
Round 3: 140 points etc.
 Weapons List
- Knife- Equipped to begin with. Slower knifing.
- Sickle- Massive Knife Damage. Faster Knifing. Replaces knife. (Exclusive to CotD and Ascension)
- Bowie Knife- Massive Knife Damage. (+ its a massive knife). Replaces knife.
- Ballistic Knife- Revives players upon impact PaP'd. Fast Knifing and takes a weapon slot. Able to combine with Bowie knife
All weapons but AK74u, MP40, MP5K, Stakeout, Olympia, M14, MPL, PM63, M16, Claymores, the Sickle and the Bowie Knife are exclusive to the Mystery Box. MP40 is exclusive to Kino, Der Reise and CotD, and the Sickle is exclusive to Ascension.
 Assault Rifles
- FN FAL
 Sub Machine Guns
- CZ75 Dual Wield
 Light Machine Guns
 Sniper Rifles
 Explosive Weapons
- Cymbal Monkeys- Monkey which draws zombies in, but not hellhounds.
- Scavenger- Sniper rifle with explosive rounds.
- Crossbow w/ explosive arrow.
- China Lake.
- M72 LAW.
- Claymores (or Spikemores in Shangri-La)
- Semtex (Call of the Dead, Shangri-La, and Moon)
 Wonder Weapons
(These Weapons Are Powered By Element 115)
- Thunder Gun (Exclusive to Kino and Ascension)
- Winter's Howl(Exclusive to Five, Verruckt)- Slows zombies with ice
- Ray Gun
- 31-79 JGb215 (Exclusive to Shangri-La)- Shrinks Zombies to OHK.
- Wunderwaffe DG-2 (Exclusive to Der Riese, Shi No Numa, Call of the Dead) - Infinite damage
- V-R11 (Exclusive to Call of the Dead)- Reverts Zombies back to humans.
- Scavenger (Exclusive To Call of The Dead) Once Shot It Will Explode And Kill The Zombie That Was Shot To, And Damage Zombies And Teammates Around
- Wave gun/Zap gun ( Exclusive to Moon) Wave gun will puff up Zombies and explode.
Zap gun islike mini Wunderwaffes but do not link to other Zombies
 Pack a Punched Weapons
Upgrade: R115 Resonator
Effect: Large Magazine, Increased Damage
 M72 LAW
Upgrade: M72 Anarchy
Effect: Large Magazine, Automatic
Watch for shooting too close.
 China Lake
Upgrade: China Beach
Effect: Large Magazine, Increased Damage
Effect: Increased Damage, Automatic.
 CZ75 Dual Wield
Upgrade: Calamity & Jane
Effect: Large Magazine, Increased Damage, Automatic
Effect: Large Magazine, Increased Damage, Speed Reload
Better for earlier rounds.
Effect: Large and Dual Magazines, Increased Damage
Upgrade: G115 Generator
Effect: Large Magazine, Increased Damage, Automatic
Effect: Precision Sight, Increased Damage
Effect: Increased Damage, Precision Sight, Under-mounted Shotgun
Effect: 3X Magazine Size, Increased Range, Automatic, Fast Reload
Effect: Precision Sight, Large Magazine, Increased Damage
Upgrade: Typhoid & Mary
Effect: Dual Wield, Large Magazine
Upgrade: D115 Disassembler
Effect: Quick Scope, Increased Damage
Snipers, later on, are no longer one-shot kills.
Upgrade: L 1 1 5 Isolater
Effect: Quick Scope, Large Magazine, Increased Damage
 Ray Gun
Upgrade: Porter’s X2 Ray Gun
Effect: Increased Damage, Large Magazine
 Wunderwaffe DG-2
Upgrade: Wunderwaffe DG-3 JZ
Effect: 10 zombies at a time.
 Ballistic Knife
Upgrade: The Krause Refibrillator
Effect: Faster Melee, Instant revive with shot knife.
 Crossbow Explosive Tip
Upgrade: Awful Lawton
Effect: Attracts zombies
Upgrade: Zeus Cannon
Effect: 2x Magazine, Increased Impact Damage
 Winter’s Howl
Upgrade: Winter’s Fury
Effect: Large Magazine, Longer Freeze Time
 31-79 JGb215
Upgrade: The Fractalizer
Effect: Larger Magazine, Ammo, longer shrinkage
Upgrade: V-R11 Lazarus
Effect: Larger Magazine, Ammo. Shooting George Romero while berserk will calm him down for 15 seconds, or in water, will make him disappear. Shooting a team-mate will result in them being ignored by zombies for a limited time
Upgrade: Mustang and Sally
Effect: Small Mag, Dual Wield, Grenade Launcher
Watch firing too close.
Effect: Large Mag, Increased Damage
Effect: Precision Sight, Large Magazine and Increased Damage
Upgrade: The Afterburner
Effect: Large Mag, Increased Damage
More effective as a points getter - gateway to better Pap'd weapons
Effect: Large Magazine, 2 Shells Reload, More Power, Increased Damage, Increased Range.
Great for dogs.
Effect: Large Magazine,Precision Sight
Upgrade: MP115 Kollider
Effect: Large Magazine, Increased Damage
Upgrade: Tokyo & Rose
Effect: Dual Wield
Effect: Automatic, Increased Damage, Grenade Launcher
Found in theater.
Upgrade: H115 Oscillator
Effect: Large Magazine, Increased Damage
 FN FAL
Upgrade: EPC WN
Effect: Sight, Large Magazine, 3 Round Burst, Increased Damage
Effect: Power and Range increases, Incendiary Rounds
 Zombie Health
Zombies begin with 150 health points (the exact knife damge value) and gain 100 points per round until Round 9. Past this, zombies have a 1.1 multiplier on health, which is insignificant at first, but makes more of a difference after each round. Therefore, in Round 1 it will take 1 knife. In Round 2, 2 knives. In Round 3, 3 knives. Round 4, 3 knives. Round 7, 5 knives. Round 10, 7 knives.
Round 1 : 150 HP
Round 2 : 250 HP
Round 3 : 350 HP
Round 4 : 450 HP
Round 5 : 550 HP
Round 6 : 650 HP
Round 7 : 750 HP
Round 8 : 850 HP
Round 9 : 950 HP
Round 10: 1045 HP
Round 11: 1150 HP
Round 12: 1265 HP
Round 13: 1391 HP
Round 14: 1530 HP
Round 15: 1683 HP
Round 16: 1851 HP
Round 17: 2036 HP
Round 18: 2240 HP
Round 19: 2464 HP
Round 20: 2710 HP
Round 30: 7030 HP
Round 40: 18234 HP
Round 50: 47295 HP
Round 60: 122673 HP
Round 70: 318183 HP
Power-ups are bonuses dropped by zombies when they die. They are dropped randomly on Zombie rounds, but can only be dropped once Zombies are through barricades. Power-Ups are dropped by Zombies, Hellhounds, the Pentagon Thief, Space Monkeys, the teleporters in Der Riese, or George A. Romero. Power-ups may be collected in combination with each other and last approximately 30 seconds before ending.
- Nuke: Floating explosive that kills all zombies on map, giving you 400 points.
- Carpenter: Repairs all barricades, giving you 200 points.
- 2X: Doubles every point source for a limited time.
- Insta-kill: Every kill is one-hit.
- Max Ammo: Gives you max ammo on equipped tacticals, leathals, and weapons.
- Firesale: Mystery Box costs only 10 points. Makes the Mystery Box appear in all 9 possible locations on Kino, the possible 6 on Five, and the 6 locations on Ascension.
- Bon-Firesale: Weapons are cheaper, Pack-A-Punch is 1000 points, and all ports go to PaP. Obtained by killing the pentagon theif without being touched. (Five only)
- Death Machine: Flying bullets. Granted a huge mini-gun for a limited time. You can only walk with it. Exclusive to Five, Ascension, and Call of the Dead.
- Mystery Cola: A random, mystery Soda-perk. Exclusive to Ascension, Call of the Dead and Shangri-La. It can be obtained from space monkeys on Ascension, George on Call of the Dead, and monkeys on Shangri-La.
Perks are invaluable in Black Ops, and all 4 can be bought at once. They grant special abilities to aid survival. They can only be bought once the power is on. They include:
Juggernog: 2500 points
Causes the player to take 4-6 hits from zombies without dying.
Speed Cola: 3000 points
Decreases reload speed. Most useful with LMGs and slow-reloading guns.
Double tap: 2000 points
Increases firerate. Most useful with shotguns, snipers, 3 round burst guns (M16, G11). This perk can waste bullets.
Quick Revive: 500 points solo/1500 multiplayer
Solo - Revives the player automatically, available without power. Maximum of 3. Granted Mustang & Sally while reviving.
Multiplayer - Not available without power. Considerably decreases revival time.
PhD Flopper: 2000 points
Exclusive to Ascension, Call of the Dead and Shangri-La. Absorbs any explosive, splash and fall damage. It creates a small shock-wave that damages zombies when the player dives to prone from an elevated position. This position needs to be enough to originally harm the player.
Stamin-Up: 2000 points
Exclusive to Ascension, Call of the Dead and Shangri-La. Increases movement speed and sprint duration, like the online perks Lightweight and Marathon.
Deadshot Daquiri: 1500 points
Exclusive to Call of the Dead and Shangri-La. Similar to Steady Aim. It moves the auto-aim from the torso to the head, makes the cross-hairs smaller, and removes the idle sway when scoping in with a Sniper Rifle or G11.
 The Mystery Box vs. Wall Weapons
The Mystery Box is an accessory to players, in which you may exchange 950 points for a random weapon. Wall weapons are weapons that can be bought outright. The Mystery Box is often in the theater, though it's positioning is, to an extent, also random. For example, the mystery box is never in the first room to begin with, and when its reset is still unlikely to land there.
Wall Weapons are a good investment. Certain Mystery Box Weapons are long-term assets, while none of the wall weapons are perfect. Though, you can buy ammo and upgraded ammo (4500 points) with wall weapons. This is a Mystery Box's main drawback as you have to get lucky and receive the same weapon to get more ammo for it.
The best wall weapons to buy are the mp40 and Bowie Knife for points, and the M16 if you are struggling. Practice with each weapon if you haven't used it to become familiar with what it does. These include AK74u, MP5K, Stakeout, Olympia, M14, MPL, PM63, and Claymores. The M1911 is a great way to earn points early on and upgraded can be useful until later rounds.
 Potential Mystery Box Weapons
- QED´S only on MOON
- Gersh device
- Matrishka Dolls
- FN FAL
- CZ75 Dual Wield
- Cymbal Monkeys
- Crossbow w/ explosive arrow
- China Lake
- M72 LAW
- Thunder Gun
- Ballistic Knife
- Winter's Howl
- Ray Gun
- V-R11 NEW ON COTD
- Scavenger NEW ON COTD
- Baby Gun NEW ON Shangri La
- Wave Gun NEW ON MOON
Weapons are sorted into weapons that are either extremely useful in any way, good weapons or weapons to avoid. The best weapons are weapons that you should seriously hold onto, and good weapons are weapons to hold onto in case the best weapons run out of ammo, or you have a free slot. Avoided weapons are weapons that aren't as effective compared to other weapons but can still be used as a means of increasing the difficulty.
 Best weapons
- Thunder Gun
- Ray Gun
- Ballistic Knife (Multiplayer)
- Cymbal Monkeys
- Gersch device
- V-R11 Lazarus
 Good Weapons
- FN FAL
- Python (OK)
- C275 (OK)
- C275 Dual Wield (OK)
 Weapons to Avoid
- China lake
- M72 Law
 Easter Eggs
 Kino Der Toten Extra Collectables
 Film Reels
There are 3 film reels that are put in randomly each of the four rooms to which you teleport after the PaP Room. They are picked up with X (360), Square (PS3), F (PC). They are run in the projector in the Pack a Punch room with the same button, and play the corresponding video.
You are given just enough time to pick the reels up in some cases.
In Samantha's bedroom the reel may be on the table.
In Samantha's demonic bedroom it is either on the over turned table or on the bed.
In the dentist office it is on the cabinet or on the cart next to the chair.
In the conference room the reel may be on the television or under the projector.
The order in which you collect them doesn’t matter, and neither does the order the rooms appear. When you enter the reels you will see visuals from the projector and quotes from Dr Maxis, relating to the origination and treatment of the Zombie condition.
 Monkey Canisters
Found in various positions around the map, especially in the theater, are grey metal canisters, some with windows in them, through which monkeys (used for experimentation) can be seen.
There are two notes that can be found in Kino Der Toten. You need either a PaP’d Dragunov or L96A1 to read them.
One is in the theater, face directly away from the sentry gun. Where the gray cases are, look for one with sandbags on it. Go to the left case and there is a note partially covered with a sandbag. You need either a PaP’d Dragunov or L96A1 to see it.
The second is in the staircase between the alley and the Stage, at the lowest set turn of stairs, go to the middle, crouch and try to look through the middle of the steps, there should be a note on top of the box there.
 Radio Messages
There are two radio messages that can be triggered via shooting them. The first radio message is near the Double Tap Root Beer. Stand facing it and turn left to the window, and you will see a balcony, which you must shoot. The second is in the chandelier in the theater. Stand directly behind the machine turret and aim for the middle of the chandelier with a ray gun.
Meteorites are Easter Eggs specific to Kino Der Toten. When picked up the song “115” by Elena Siegman can be heard. There are three meteorites in Kino Der Toten that can be collected.
The first is between the two staircases in the first room, on the bottom floor on the right hand side, before you reach the window.
The second is in the room, (assuming you leave to the left), past the alley. Assuming you enter through the alley, you must turn right and right again towards the large window. If you turn right again there is a boarded window. Next to that there is a tall multi-level metal shelf in which the meteorite is hidden.
The third is in the dressing room, or the room with the glowing green light before the theater, in a little room in the corner, glowing orange.
 Character Pictures
In the room directly to the top right of the first room through the hallway and opposite the door are 5 pictures of characters involved with the COD Zombie storyline. If you approach them and press interact, a narration of something about them can be heard. From left to right these characters are: Edward Richtofen, Takeo Masaki, Nikolai Belinski, Tank Dempsey, and the fifth, a blank silhouette of a man wearing a hat.
On Five, you may activate three red telephones to hear the song “Won’t Back Down” by Eminem.
One is on the bottom floor in the middle room (the room that needs no money to open) on a bench, if you face opposite the power switch, it should become apparent.
Another is on a table to the left of the quick revive machine to the left of the initial room.
The last phone is sitting on a desk that is to the left of the central desk in the Pack a Punch room. Once this phone is activated, you will hear coins like a jackpot and there is a change in the background music.
There are three Teddy bears holding sickles around the map which play music for you upon activation. The first is upstairs from where you spawn, on the far right, go past the barrier and you will see one. The next teddy is up at lander C, across from the sickle, up high on a wall. The final teddy is at lander A, outside the gate on the left side.
Tactics are completely different per number of players, you can't camp on solo for example.
 General Tips
There is safety in numbers. Always stick together.
A coherent team is an effective team so communicate (a mic is useful, obviously), remember it's always about having fun. If playing in groups, try to get a name for each room to prevent confusion and decide on tactics before-hand.
The Juggernog is absolutely vital to your survival. Get it ASAP.
The Mystery Box is the key to your survival long-term as the very best weapons are found in it. It costs 950 points to open, so be wise as to when you spend them, but many times it will pay off and keep you alive for longer.
Turning on the power is very important to surviving, so try to turn it on as soon as possible. Beware, this introduces different zombies to the level, like Crawlers.
Knifing is a great way to earn extra points, as a knife kill is worth more than a bullet kill, but be wary. Some zombies will hit you while you are knifing, and some will hit twice within a short time. Be sure to, after knifing any zombie, (even ones behind barricades) jump back out of range and repeat.
Safety is paramount so when you decide to knife, so be confident you are safe.
In solo keep moving, no matter what. If you stop for too long, you will die.
If there is a chance you might die, do not go for a power-up. Whether in solo or in a group, survival is the key. You shouldn't throw away your life trying to get a Power-Up.
Look behind you often, as many times there will be a zombie behind you. When a zombie is close it will make a distinct noise.
Reload before picking up Max Ammo. Very important, so communicate.
Dogs are easier to combat when in corners, with a LMG or a shotgun. Reload when possible, and aim where the dog will be as they move fast. On Kino, dogs drop Max Ammo at the end, so don't worry about wasting ammo.
Cover the person reviving you so they don't die. If you can't, tell them when zombies are coming. It won't help if 2 players need reviving, when one could survive. If you can't revive someone, leave them. In an emergency do a loop around the map to draw the majority away from your teammate.
Bullets to the head will do much more damage and shooting two zombies with one bullet is an extremely effective tactic to gain points.
While this may be obvious, once you activate the power there are boards above each mystery box which tell you where the box is by the green light.
You can stay for quite a while longer in the first room in multiplayer, to save up points.
 Advanced Tips
The MP40 (Kino) and MP5K/MPL (Five) can rack up a ridiculous amount of points when not PaP'd, as ammo is cheap and it takes dozens of bullets to kill in the later rounds.
Leave 2 zombies alive at the end of a Round, especially the later ones; to get weapons, perks, PaP and barricades. Only kill them when you are completely ready for the next round. 2 is better because 1 it will eventually time-out and die.
Grenading a zombie will sometimes make it a crawler (depending on it's levels of health, and the distance it was away from the explosion), which is great if you can pull it off. Note: You get 2 new grenades and Monkeys every round so it's good to use at least two a round if you are struggling.
Avoid the weapons in the first room, even PaP'd. When you're overwhelmed, leave and get better weapons i.e. Stakeout, MP40, AK74u, M16.
Use traps when you have free points. Almost essential to reach later rounds. The theater traps are most useful.
Cymbal Monkeys are extremely effective in buying time for reviving.
You can only buy PAP ammo for some Wall Weapons.
Activate the teleporter when possible, so you have a back-up plan.
Group zombies to make them easier to kill. No matter how high the level, if you continue to move in a large circle the zombies will end up in a group and will be easier to kill. Sprint, turn and shoot a few and stay clear. Never get cornered. If you group them, you will have a freer map and a greater chance of survival.
When you lose perks/weapons, be sure to buy them again ASAP because without them you will struggle. Note: Especially Quick Revive on Solo.
Some people earlier on will use all their ammo in the first round, in multiplayer, get killed and bleed out then spawn with full pistol ammo, which can maximize the amount of points you get earlier on.
For more advanced teams, you might try assigning roles to certain players depending on which weapons they get and what their strengths are. These strengths may include Medics, Support and the Tanks.
The Medic is the player who revives and buys PaP'd Ballistic Knife and/or Crossbow and Monkeys.
The Support is the player with the Thunder Gun/Winter's Fury and/or Monkeys/Crossbow to drive away Zombies.
The Tanks get the most powerful weapons i.e. HK21, AUG, RPK + Ray Gun/Thunder Gun and/or Claymores/Monkeys to kill as many Zombies as possible.
Kiting is a tactic where you stay a decent distance away from the zombies and try to group the zombies. Spamming is killing as much as possible, then teleporting, and fragging/killing and repeating. These two tactics work great for later levels when bullets aren't as effective. If you kite too fast, the zombies will turn around to meet you where you are running to, so stay around 10-30m ahead of the zombies and continually move. Look behind you often. This tactic is especially effective on Kino.
 Kino - specific
When in the Kino Pack a Punch room use the elevated window to your advantage! Throw frags and use grenade launchers to kill all zombies who amass near the teleporter.
Unlike zombies, hellhounds will not amass outside the teleporter, they will wait outside where you spawn in the first room.
Machine Turrets and traps become invaluable later on, so don't be stingy with your points.
When leaving the Pack a Punch room on Kino sometimes power ups will appear so watch out for them.
Double Tap can waste ammo very quickly, recommended for Ray Gun, LMG's otherwise no.
 Five - specific
For the Pentagon Thief, you have to have one person running around and drawing the Thief away, much easier around the top of the War Room, running in circles.
When you use an elevator, the Zombies will spread out across whatever floor you are now on. Very useful to buy time, especially if you elevator spam; go down and up again to buy yourself time. Note: In multiplayer take every player with you in the elevator.
In Five you can't survive in the first room for long (unless you know the glitch). Get down the elevator ASAP (Round 3-5). Buy a weapon if you want and try to get down to turn on the power. Keep moving all the time, unless you have 4 people. The MP5K would be the best for points while the M16 is easier for survival.
Run when the Pentagon Thief comes and don't stop running. If he doesn't take a gun then he will drop a Bon Firesale as well as Max Ammo.
The Winter's Fury stops zombies on Five. It is very useful to leave frozen zombies alive to kill the others and continue moving. This can be especially useful to revive someone.
When you PaP, attempt to do it when there are barely any zombies left as you can get swaped leaving the room.
 Points Tactics
In the first round use 7/8 bullets low (kneecap, calf, foot) and a knife. Use 12 bullets and a knife for Round 2.
If you're confident, allow zombies through the barricades, to get bonuses and points for repairing barricades. Zombies only drop bonuses when inside.
A glitch appears when 2x and Nuke is collected near each other where instead of 800, two 800 points bonuses are granted.
Carpenter is good when struggling, but more points may be gained from repairing manually. Likewise, many more points may be gained from killing manually instead of the Nuke.
When Insta-Kill is up, JUST KNIFE. You will get way more points.
When Firesale is active buy Mystery Box ASAP and as many times as possible. Why not? You might get a Ray Gun or something else good.
Save points for later rounds. For example, the M14 or Olympia are a waste unless you plan to stay in the first room for a long time.
Power-Ups/Bonuses are best in combination with each other. Insta-kill and 2X are great. Also, wait until bonuses are flashing when possible for more effect.
It is possible and extremely useful to repair windows whilst killing zombies to get extra points.
If a player is covering a window, find another location to cover. Stealing the kills and points of your teammates is a terrible way to play, as at the end of the day selfishness benefits nobody.
 Recommended Tactics
 Kino Der Toten - Solo/ 2 Players
Stay in the first room until Round 2-6, depending on skill/experience. Go upstairs out of the room and down through the next door after that.
Get just the MP40 if you're confident against the dogs, if not buy the Stakeout as well - don't PaP these - (for the points advantage) and keep using the Mystery Box until you get a Ray Gun or HK21 (2nd Best) or ideally the Zeus Cannon + Monkeys. Go to the theater and turn on the power immediately, then head back to the first room. Continue this track, over and over, activating traps and using the Zeus Cannon when you need to.
Past Round 20, bullets will be less useful, other than for points. Start each round next to the Machine turret in the theater. Enable it and sprint to the first room and turn on the trap behind you. Run left up the stairs and down to where the MP40 is, into the theater and around again, killing zombies all the way. Use the Zeus Cannon sparingly as its a "Get-out-of-jail-free card" every time.
Note: Zombies is much easier on solo or with two players if you are practiced at it than multiplayer
 Kino der Toten - Multiplayer
This tactic relies on you NEVER opening the door after the door downstairs (from the first room) that leads outside. You may open the door that leads left from the first room if the Mystery Box is there, but never go out the next door to the alley.
A great place to camp is outside in the alley on Kino with 3 or 4 players: leave through the upstairs door from the start and go through to the backstage. Turn on the power, and find the Mystery Box, because it is the key to survival. Have one person get Monkeys if possible and a Ballistic Knife and the others amass Ray Guns, HK21's, Zeus Cannons, RPK's, AUG'S. Everyone buy Juggernog, and Speed Cola plus Quick Revive/ Double Tap if you want to.
Go through the backstage to the alley, have 1/2 players on the steps at the far end next to the window and the door(that you must NEVER EVER open) and aim towards the zombies coming around the fence and jumping off the roof, one covering the window nearest the stairs. If you have a fourth player have that person supporting and collecting what they can.
If there is absolutely no other choice leave through the door (Note: you can't ever camp again if you do) so you will survive. You can't camp here forever but you can camp quite comfortably through Rounds 20-35 at which point you will have to stick together and just kite around the map.
 Five - Solo/2 players
Leave the first room ASAP and buy the MP5K, then get downstairs and turn the power on. Find the mystery box and get a good weapon, or buy the M16 (your choice). Keep moving ALL THE TIME and try to avoid the top of the War Room unless necessary or for the PT. You simply can't camp effectively with 1 or 2 players so keep moving and elevator spam frequently and stick close to a teleporter as a back-up plan.
 Five - Multiplayer
Begin by having everyone knife the windows and board them up and watch the wall-holes. Stay in the first room with just the pistols and knife until Rounds 3-8, depending on confidence. Then, go down to the War Room and straight down to the elevator.
Turn on the power and get your weapons PaP'd then camp in the big elevator and have 1 person covering the back window as well as covering forward as much as possible. Others must cover forward watching the windows and communicating. If you get swarmed, use the elevator. If you want to get a power-up that is hard to get, use the elevator.
You cannot camp in Five, stick together and keep moving.
You begin Ascension in black and white, you need to turn the power on to return colour. Ascension doesn't have hell hounds. It has monkeys. Space monkeys. Russian space monkeys. Russian space monkey zombies. And my god are they annoying. They appear at the same intervals, when the screen turns darker. They will steal your perks, which you need to buy back if you want them. Max Ammo and a random perk-a-cola are dropped if you manage to kill a Space Monkey before he steals your perk. Max Ammo is dropped upon completion.
Starting strategies are similar to general strategies. Prioritise the mystery box, it will save you. Try to get the gersch grenades over the russian dolls.
Perks: The PHD Flopper and Stamin-Up new, introduced in Ascension, and return in subsequent DLC maps. Basically, what the Flopper does is make an explosion when you dive from a high enough distance, and removes splash damage. In fact, it removes any self-inflicted damage. So if you want to be a Masterchef, cook away.
The Stamin-Up makes is like Marathon and Lightweight.
The Gersch Grenade creates a black hole which will suck in zombies, along with you if you're not careful. This is even more helpful than cymbal monkeys when you need to revive a teammate or save yourself.
This map is in fact, rather easy for solo. With practice, one can reach high rounds without too much difficulty. It requires practice and a understanding of the map layout. Prioritise Juggernaut, cause we're going to do some Looping (or trailing, or circling, whatever). Get Quick Revive and Stamin-Up next, and try until you get Gersch.
The area around the Flopper is the most player-friendly area. You can circle around the zombies and line them up for Collateral points. The Sickle is also very useful early on.
Soon you will need to Pack a Punch. So leave two zombies alive, and hit the Mystery Box until you get a weapon worth PaP. This could include HK, Ray Gun, Zeus Cannon.
Past round 25 the traps become essential as the bullets won't work too well. The Fire Trap works well if you set it off, and then loop through the Flopper area, and repeat.
Monkeys are the worst. They steal perks. If the monkey holds your perk for long enough you will lose it. A Ray Gun is most effective, but in terms of Perks, prioritise Juggernaut. It's more important, and easier to defend. Claymores can help you defend perks you can't get to.
 Call of the Dead
Water-slides and Ziplines feature here, a foggy map filled with water. The water has a huge effect on gameplay. First of all, the water freezes you. Second, if you kill a zombie in water he does splash damge to other zombies.
George Ramero is new and exclusive to Call of the Dead. He is notoriously difficult to kill. He walks slowly until you shoot him at which point he sprints at you. Water cools him down and he will return to walking. Explosives are the best way to kill George, then he'll drop some nice surprises like a Death Machine.
Perks: Deadshot Daquiri is a new perk, which acts as Aim Assist. The ADS will give you free headshots.
The zipline atop the boat is a great place to camp out.
There are 3 meteors which will play a song for you. The first is at the start on a barrel(near the lighthouse cavern). The second is on a seat in the feeding hall. The third is under the clock, opposite the PhD Flopper.