Ascension takes place in an abandoned Soviet Cosmodrome. The map features Tank Dempsey, Nikolai Belinski, Takeo Masaki, and Edward Richtofen as playable characters and includes the Sickle to replace the Bowie Knife. two new Wonder Special Grenades, the Gersch Device and Matryoshka Dolls(replacing the Monkey Bombs), as well as new perks such as PhD Flopper and Stamin-Up. Double Tap Root Beer does not appear. A new enemy, called Space Monkeys, also appear in this map, replacing the Hellhounds and Pentagon Theif (from Shi No Numa/Der Riese/Kino Der Toten and "Five" respectively). A new power-up, Random Perk Bottle is also available.
That's It for now, be sure to look for more as I get going. Sorry for the wait guys but strategies are coming as well as an in depth guide to completing the Kassimer Mechanism easter egg.
All Black Ops, All Day
All you need to know about Call of Duty Black Ops. Tips, Tricks, Glitches, Secrets, Easter Eggs, Zombies, Online, Campaign, Patches, and Patch Notes. Its all here so take a look. http://www.minecraft4free.com?id=0737417
Saturday, September 3, 2011
Wednesday, May 18, 2011
Kino Der Toten Strategy: The Basics
This one is fairly straight forward and simple. Here are the steps.
This is the simplest of strategies I know and all I am able to give right now. Been up for so long my brains not working right and I'm about asleep at the keyboard. Maybe tomorrow I'll give something a little more in depth with videos showing it in action.
- Turn on Power
- Link Teleporter
- Get a lot of zombies
- Take teleporter
- Shoot at zombies from Pack-a-Punch room
- When back in Lobby run up stairs into Balcony
- Head through towards the Foyer making sure to hit the trap on the way
- Go through Foyer and Dressing room
- Hit trap on way through Dressing Room
- Head up into the lobby
- Repeat steps six through ten until round ends or teleporter is back online.
- If teleporter comes back up start from step two and continue
This is the simplest of strategies I know and all I am able to give right now. Been up for so long my brains not working right and I'm about asleep at the keyboard. Maybe tomorrow I'll give something a little more in depth with videos showing it in action.
Tuesday, May 17, 2011
Kino Der Toten: Perks Overview
Perks give you enhanced abilities ingame to make surviving easier and more fun. Here are the ones available in Kino. Must haves in bold.
Quick Revive
$500 Solo/$1500 Co-Op
Rewards you the ability to quickly revive yourself, or your partner in the game. In Solo, you get revived automatically three times, while you have to revive your downed partner.
Jugger-Nog
$2500
Increases damage resistance. Basically it means the zombies have to hit you seven or eight times to down you instead of two or three.
Double Tap Root Beer
$2000
Increases fire rate, and a waste of points and ammo.
Speed Cola
$3000
Increase the speed of the reload, you reload 50% faster than normal. Trust me it's worth it.
Quick Revive
$500 Solo/$1500 Co-Op
Rewards you the ability to quickly revive yourself, or your partner in the game. In Solo, you get revived automatically three times, while you have to revive your downed partner.
Jugger-Nog
$2500
Increases damage resistance. Basically it means the zombies have to hit you seven or eight times to down you instead of two or three.
Double Tap Root Beer
$2000
Increases fire rate, and a waste of points and ammo.
Speed Cola
$3000
Increase the speed of the reload, you reload 50% faster than normal. Trust me it's worth it.
Zombies Mode: Power-Ups
Power Ups drop off zombies when you kill them. They drop randomly so you have no idea when you will get one or what it will be. They provide you with a decent advantage for a limited time period.
Nuke
Floating Bomb, glowing. If you pick it up, it blows up all of the zombies spawned in the map. Use it to end rounds quickly and potentially save your adventure from a cold death. You get 400pts when used.
Carpenter
It repairs all the the broken barricades at the same time. Its a big golden hammer floating in the air. not many uses because at the higher rounds your barricades really aren't going to deter the zombies that much.If your going for points or whatever pick this up for an effortless 200pts.
Insta Kill
Golden Skull floating in the air.It acts as the name suggests, one-hit kills. So, go knife happy on round thirty while you can because at any other time this is suicide boys. Have fun, also knife kills = big points.
Double Points
Floating X2 symbol, grab it to earn double points.Pretty self explanatory all point giving actions in game are doubled. No this does not mean if you hit the box and get the bear during Double Points you will get 1900pts. you will get your same old 950.
Max Ammo
Looks like a floating Shell Box. Like off an M60. Refills reserve ammo fully, reload before pickup if possible to maximize benefits.
Death Machine
Mini gun. That's about it, not too special once you hit higher rounds though.
Fire Sale
Box appears at ALL spawn locations and only costs 10pts. You heard me right, 10pts. Better hurry though it doesn't last long. I've found that I can get two box hits if I don't take the weapons and four if I take it as soon as it is available.
That's it for the power-ups, next is a little better analysis of the perks in Kino.
Nuke
Floating Bomb, glowing. If you pick it up, it blows up all of the zombies spawned in the map. Use it to end rounds quickly and potentially save your adventure from a cold death. You get 400pts when used.
Carpenter
It repairs all the the broken barricades at the same time. Its a big golden hammer floating in the air. not many uses because at the higher rounds your barricades really aren't going to deter the zombies that much.If your going for points or whatever pick this up for an effortless 200pts.
Insta Kill
Golden Skull floating in the air.It acts as the name suggests, one-hit kills. So, go knife happy on round thirty while you can because at any other time this is suicide boys. Have fun, also knife kills = big points.
Double Points
Floating X2 symbol, grab it to earn double points.Pretty self explanatory all point giving actions in game are doubled. No this does not mean if you hit the box and get the bear during Double Points you will get 1900pts. you will get your same old 950.
Max Ammo
Looks like a floating Shell Box. Like off an M60. Refills reserve ammo fully, reload before pickup if possible to maximize benefits.
Death Machine
Mini gun. That's about it, not too special once you hit higher rounds though.
Fire Sale
Box appears at ALL spawn locations and only costs 10pts. You heard me right, 10pts. Better hurry though it doesn't last long. I've found that I can get two box hits if I don't take the weapons and four if I take it as soon as it is available.
That's it for the power-ups, next is a little better analysis of the perks in Kino.
Kino Der Toten: All Guns and Pack-a-Punch Versions
Lets start this out, this is going to be broken up into weapon classes and all that good stuff so read through because I bet there's something in here that you don't know. Ammo in Parentheses. (I have NO idea why Blogger decided to be stupid so you get to enjoy this post in eye-blistering white. Have fun)
Pistols:
Weapon. SPAS-12 (8/32)
Upgrade. SPAZ-24 (24/72)
Effect. 2x Magazine Size, Increased Range, Automatic, Fast Reload
Good gun, increased range, more bullets and faster reload times all the must have ingredients for a gun to be used in Zombie Mode.
Weapon. HS-10 (6/36)
Upgrade. Typhoid & Mary (8:8/80)
Effect. Dual Wield, Large Magazine
Good Upgrade, but dual wield as I said earlier is not much of an advantage due to lack of accuracy unless you are very good, you will probably suck!
Weapon. L96A1 (5/45)
Upgrade. L115 Isolater (8/72)
Effect. Quick Scope, Large Magazine, Increased Damage
Weapon. Dragunov (10/40)
Upgrade. D115 Disassembler (10/80)
Effect. Quick Scope, Increased Damage
Avoid Snipers, they may come handy in initial phase of the game but totally suck in the long run.
Weapon. M14 (8/96)
Upgrade. Mnesia (16/192)
Effect. Large Mag, Increased Damage
Large Magazine takes more time to reload so speed cola necessary if you are to use this weapon. Though, damage is good but reload time too low to be used at later stages in the game.
Weapon. M16 (30/120)
Upgrade. Skullcrusher (30/270) 8 Grenades
Effect. Automatic, Increased Damage, Grenade Launcher
Good weapon upgrade to use especially with grenade launcher. Limited grenades though, so use them wisely.
Weapon. AUG (30/270)
Upgrade. AUG-50M3 (30/390)
Effect. Increased Damage, Precision Sight, and Under-mounted Shotgun
Shotgun + assault rifle with precision sight. Long range dominance + short range awesomeness = must have.
Weapon. FN FAL (20/180)
Upgrade. EPC WN (30/360)
Effect. Precision Sight, Large Magazine, 3 Round Burst, Increased Damage
3 Rounds burst is hard to digest in Zombie mode. If you can, go ahead.
Weapon. Famas (30/150)
Upgrade. G16-GL35 (45/255)
Effect. Precision Sight, Large Magazine, Increased Damage
Large Magazine and precision accuracy = Worth it.
Weapon. Commando (30/270)
Upgrade. Predator (40/360)
Effect. Large and Dual Magazines, Increased Damage
Weapon. G11 (48/144)
Upgrade. G115 Generator
Effect. Large Magazine, Increased Damage, Automatic
Large Magazine + Automatic, combine it with speed cola = Ultimate dominance subjected by your ability to aim...
Weapon. Galil (35/315)
Upgrade. Lemantation (35/490)
Effect. Precision Sight, Increased Damage
Weapon. HK21 (125/500)
Upgrade. H115 Oscillator (150/750)
Effect. Large Magazine, Increased Damage
Must have weapon, if you can get your hands on. Light Machine Guns are deadly in Zombie mode. All you need to do in late rounds is sit behind the cover with a friend or two protecting you, and spray. Speed cola comes in handy to reload large mag.
Weapon. RPK (100/400)
Upgrade. R115 Resonator (125/500)
Effect. Large Magazine, Increased Damage
Good weapon, speed cola all the way!
Weapon. Thundergun (2/12)
Upgrade. Zeus Cannon (4/24)
Effect. 2x Magazine, Increased Impact Damage
Speed cola recommended for that, large magazine size increases reload times. Impact damage can take multiple zombies. A personal favorite for taking out 20+ at a time.
Pistols:
Weapon. M1911 (8/32)
Upgrade. Mustang and Sally (6:6/50)
Effect. Small Mag, Dual Wield, Grenade Launcher
Good upgrade, but the impact damage of the launcher if fired too close, can take you out. Be careful.
Upgrade. Mustang and Sally (6:6/50)
Effect. Small Mag, Dual Wield, Grenade Launcher
Good upgrade, but the impact damage of the launcher if fired too close, can take you out. Be careful.
Weapon. CZ75 (15/135)
Upgrade. Calamity (20/240)
Effect. Increased Damage, and Automatic
Acts more like sub machine gun after upgrade.
Weapon. CZ75 Dual Wield (12:12/228)
Upgrade. Calamity & Jane (20:20/320)
Effect. Large Magazine, Increased Damage, Automatic
Solves the small magazine problem after upgrade, and that’s that.
Weapon. Python (6/84)
Upgrade. Cobra (12/96)
Effect. Large Magazine, Increased Damage, Speed Reload
Back up Weapon!
SMG's:
Weapon. AK-74u (20/160)
Upgrade. AK74fu2 (40/280)
Effect. Precision Sight, Large Magazine and Increased Damage
Bigger Magazine increases ammo, and precision sight increases accuracy.
Weapon. MP5K (30/120)Upgrade. MP115 Kollider (40/200)Upgrade. AK74fu2 (40/280)
Effect. Precision Sight, Large Magazine and Increased Damage
Bigger Magazine increases ammo, and precision sight increases accuracy.
Weapon. MP40 (32/192)
Upgrade. The Afterburner (64/192)
Effect. Large Mag, Increased Damage
Large Magazine and more damage
Upgrade. The Afterburner (64/192)
Effect. Large Mag, Increased Damage
Large Magazine and more damage
Weapon. MPL (24/120)
Upgrade. MPL-LF (40/195)
Effect. Large Magazine,Precision Sight
MPL has a small mag to start with, even though the upgrade makes it bigger still they are better weapons out there.
Effect. Large Magazine, Increased Damage
Weapon. PM63 (20/100)
Upgrade. Tokyo & Rose (25:25/225)
Effect. Dual Wield
You can fire one weapon while reloading the other, but the accuracy is poor, you would most probably get into trouble.
Weapon. Spectre (30/120)
Upgrade. Phantom (45/225)
Effect. a Reflex Sight with a random reticle , a larger magazine, and more reserve ammo.
Shotguns:
Weapon. Olympia (2/38)
Upgrade. Hades (2/60)
Effect. Power and Range increases, Incendiary Rounds
Large Mag, slow reload. Speed cola recommended if you are to use this weapon. It comes in handy when you are to spray for longer periods of time, behind a cover with your friends protecting you just like in using LMG in Zombie mode. Otherwise its reload time can get you in trouble.
Weapon. Stakeout (6/54)
Upgrade. Raid (10/60)
Effect. Large Magazine, 2 Shells Reload, More Power, Increased Damage, Increased Range.
Upgrade decreases reload time and increases damage. You can use double tap with this and speed cola to increase its effectiveness.
Weapon. SPAS-12 (8/32)
Upgrade. SPAZ-24 (24/72)
Effect. 2x Magazine Size, Increased Range, Automatic, Fast Reload
Good gun, increased range, more bullets and faster reload times all the must have ingredients for a gun to be used in Zombie Mode.
Weapon. HS-10 (6/36)
Upgrade. Typhoid & Mary (8:8/80)
Effect. Dual Wield, Large Magazine
Good Upgrade, but dual wield as I said earlier is not much of an advantage due to lack of accuracy unless you are very good, you will probably suck!
Sniper Rifles:
Weapon. L96A1 (5/45)
Upgrade. L115 Isolater (8/72)
Effect. Quick Scope, Large Magazine, Increased Damage
Weapon. Dragunov (10/40)
Upgrade. D115 Disassembler (10/80)
Effect. Quick Scope, Increased Damage
Avoid Snipers, they may come handy in initial phase of the game but totally suck in the long run.
Launchers:
Weapon. M72 LAW (1/20)
Upgrade. M72 Anarchy (10/40)
Effect. Large Magazine, Semi-Auto
Use it with speed cola. 'Nuff said.
Upgrade. China Beach (5/40)
Effect. Large Magazine, Increased Damage
Assault Rifles:
Weapon. M14 (8/96)
Upgrade. Mnesia (16/192)
Effect. Large Mag, Increased Damage
Large Magazine takes more time to reload so speed cola necessary if you are to use this weapon. Though, damage is good but reload time too low to be used at later stages in the game.
Weapon. M16 (30/120)
Upgrade. Skullcrusher (30/270) 8 Grenades
Effect. Automatic, Increased Damage, Grenade Launcher
Good weapon upgrade to use especially with grenade launcher. Limited grenades though, so use them wisely.
Weapon. AUG (30/270)
Upgrade. AUG-50M3 (30/390)
Effect. Increased Damage, Precision Sight, and Under-mounted Shotgun
Shotgun + assault rifle with precision sight. Long range dominance + short range awesomeness = must have.
Weapon. FN FAL (20/180)
Upgrade. EPC WN (30/360)
Effect. Precision Sight, Large Magazine, 3 Round Burst, Increased Damage
3 Rounds burst is hard to digest in Zombie mode. If you can, go ahead.
Weapon. Famas (30/150)
Upgrade. G16-GL35 (45/255)
Effect. Precision Sight, Large Magazine, Increased Damage
Large Magazine and precision accuracy = Worth it.
Weapon. Commando (30/270)
Upgrade. Predator (40/360)
Effect. Large and Dual Magazines, Increased Damage
Weapon. G11 (48/144)
Upgrade. G115 Generator
Effect. Large Magazine, Increased Damage, Automatic
Large Magazine + Automatic, combine it with speed cola = Ultimate dominance subjected by your ability to aim...
Weapon. Galil (35/315)
Upgrade. Lemantation (35/490)
Effect. Precision Sight, Increased Damage
LMG's:
Weapon. HK21 (125/500)
Upgrade. H115 Oscillator (150/750)
Effect. Large Magazine, Increased Damage
Must have weapon, if you can get your hands on. Light Machine Guns are deadly in Zombie mode. All you need to do in late rounds is sit behind the cover with a friend or two protecting you, and spray. Speed cola comes in handy to reload large mag.
Weapon. RPK (100/400)
Upgrade. R115 Resonator (125/500)
Effect. Large Magazine, Increased Damage
Good weapon, speed cola all the way!
Special Weapons:
Weapon. Ballistic Knife (1/4)
Upgrade. The Krause Refibrillator (1/9)
Effect. Faster Melee, Glow
You can revive downed team mate with it by shooting or knifing him.
Weapon. Crossbow Explosive Tip (1/12)
Upgrade. Awful Lawton (1/12)
Effect. It attracts zombies, so they get blown away! Much like a Monkey Bomb.
Wonder Weapons:
Weapon. Ray Gun (20/160)
Upgrade. Porter’s X2 Ray Gun (40/200)
Effect. Increased Damage, Large Magazine
Best thing that can happen to you is getting your hands on Ray Gun!, and the second best thing is upgrading it to Porter’s X2 Ray Gun.
Weapon. Thundergun (2/12)
Upgrade. Zeus Cannon (4/24)
Effect. 2x Magazine, Increased Impact Damage
Speed cola recommended for that, large magazine size increases reload times. Impact damage can take multiple zombies. A personal favorite for taking out 20+ at a time.
Grenades/Other:
Frag Grenade
Amount: 4
Ability: Blows up zombies within a specific radius. Can tear limbs off resulting in crawlers. Refilled on max ammo and round change.
Wall Price: 250Claymore
Amount: 2
Ability: Proximity mine, same as in multi/single player modes. Refilled on max ammo and round change.
Wall Price: 1000
Cymbal Monkey
Amount: 3
Attracts zombies from all over the map and then explodes.
Attracts zombies from all over the map and then explodes.
Kino Der Toten map overview Part 10: The Back Room
This room gets second place in the terrible placement contest. It is basically a replica of the Dressing room in its terrible placement, size, and barricades. Don't hang out here...
Up the stairs and take a right, there are no guns in this room. Small area with a mystery box spawn that could have been better thought out. Two barricades to watch out for, one to the left of the box spawn down a little hallway and the other is directly across from the box spawn. (See? Treyarc wants us to hate them, they have to to put this stuff in here.) Electro-shock that closes off the barricades and the box spawn, so it could be good or bad depending on you situation and how you use it. The last door is to the right and costs 1250pts, down a short flight of steps and we are back on the Stage next to the power switch. See now that wasn't so bad. That's it for my map overview. Check back for Pack-a-Punch guns, glitches, easter eggs, and more.
Up the stairs and take a right, there are no guns in this room. Small area with a mystery box spawn that could have been better thought out. Two barricades to watch out for, one to the left of the box spawn down a little hallway and the other is directly across from the box spawn. (See? Treyarc wants us to hate them, they have to to put this stuff in here.) Electro-shock that closes off the barricades and the box spawn, so it could be good or bad depending on you situation and how you use it. The last door is to the right and costs 1250pts, down a short flight of steps and we are back on the Stage next to the power switch. See now that wasn't so bad. That's it for my map overview. Check back for Pack-a-Punch guns, glitches, easter eggs, and more.
Kino Der Toten map overview Part 9: The Alley
The Alley......not the greatest place to be but it's marginally better to hang out here than it is in the dressing room, (given you have an unopened door to back up against and open if things get bad.)
Once you enter the Alley you will see the Double-Tap Root Beer Perk machine. Let me just tell you that this perk is NOT worth the 2000pts it costs to get it. Basically all it does is make you shoot faster, i.e. you run out of ammo, A LOT. Like I said, I don't personally use this perk but many may if they use guns such as shotguns, sniper rifles, etc. To the left of the Double-Tap machine is a barricade. Head down the Alley and you will pass a mystery box spawn point on the left, as well as an AK74u. This SMG is a personal favorite of mine because it will serve you through most of the teens unupgraded. At 1200pts you get good damage and a larger magazine than most other SMG's. Head through the fence and you will see another barricade and a fence/door that costs 1250pts. Go on through and there are two more barricades over here. head up the stairs and into the Back Room.
(Protip: Do not linger here unless you are backed up against an unopened door that you can open to quickly escape. Also be warned that zombies will jump down off of the roof so pay attention.)
Once you enter the Alley you will see the Double-Tap Root Beer Perk machine. Let me just tell you that this perk is NOT worth the 2000pts it costs to get it. Basically all it does is make you shoot faster, i.e. you run out of ammo, A LOT. Like I said, I don't personally use this perk but many may if they use guns such as shotguns, sniper rifles, etc. To the left of the Double-Tap machine is a barricade. Head down the Alley and you will pass a mystery box spawn point on the left, as well as an AK74u. This SMG is a personal favorite of mine because it will serve you through most of the teens unupgraded. At 1200pts you get good damage and a larger magazine than most other SMG's. Head through the fence and you will see another barricade and a fence/door that costs 1250pts. Go on through and there are two more barricades over here. head up the stairs and into the Back Room.
(Protip: Do not linger here unless you are backed up against an unopened door that you can open to quickly escape. Also be warned that zombies will jump down off of the roof so pay attention.)
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