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.
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
Tuesday, May 17, 2011
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.)
Kino Der Toten map overview Part 8: The Lower Hall
This is a secondary route into the theater and your eventually going to have to have all the doors open anyway. This is my least favorite way to go in anything but an emergency situation. It is narrow and winding and not fun to be in at all. (The whole route, not this room in particular considering its cool trap.)
The way into this room is via the door underneath the stairs in the Lobby. It is roughly the same size as the Balcony but with a lot more room to run around. This room features only two zombie barricades, one to the left as you enter and one to the right, next to the MPL. This is another SMG and it costs 1000pts. Personally I haven't used it enough to give it a good review but I do know it is decent for early rounds and has a fairly large magazine size so the choice is yours. The mystery box spawn point is at the back of this room behind the wall and to the left of the door out into the Alley. This door will run you 1000pts and grant you access to my next hated spot in the map, but more on that later. In the middle of this room is the long awaited Fire Trap, yet again it costs 1000pts but is totally worth it, it seems to last a little longer than the others and is great for kiting zombies through. That's about it, time to head out into the Alley and hope we can get to the end.
The way into this room is via the door underneath the stairs in the Lobby. It is roughly the same size as the Balcony but with a lot more room to run around. This room features only two zombie barricades, one to the left as you enter and one to the right, next to the MPL. This is another SMG and it costs 1000pts. Personally I haven't used it enough to give it a good review but I do know it is decent for early rounds and has a fairly large magazine size so the choice is yours. The mystery box spawn point is at the back of this room behind the wall and to the left of the door out into the Alley. This door will run you 1000pts and grant you access to my next hated spot in the map, but more on that later. In the middle of this room is the long awaited Fire Trap, yet again it costs 1000pts but is totally worth it, it seems to last a little longer than the others and is great for kiting zombies through. That's about it, time to head out into the Alley and hope we can get to the end.
Kino Der Toten map overview Part 7: The Teleporter and More
Okay, so this isn't so much a room as it is a tool but still. To activate the Teleporter you must have the power on (obviously or you wouldn't be able to see it anyway.) Step inside the Teleporter and you will see a message that reads along the lines of "Hold X/Square/F (I believe that's the key for PC) to initiate link." Do so and you will hear a beep. Proceed to the lobby via your newly opened doors, very conveniently located I may add, and step onto the pad out here on the floor. You will see a similar message as before, do what it says and you will hear another beep, make your way back to the Teleporter. Once inside it hold down your respective button to teleport. There will be a short animation of lightning and whatnot and then, boom, hello Pack-a-Punch room. Up here you can buy grenades off of the wall to the left, shoot zombies down on the floor below, as well as upgrade you gun in the Pack-a-Punch machine for 5000pts. In a nutshell it makes them stronger, but I will get into a more in depth analysis of them shortly. You are up here for about ten to fifteen seconds and then you teleport out. Usually you hit a random room first, there are four of them:
(FYI: There is another Electro-shock trap in the hallway connecting the Theater and the Lobby, good stuff for running one of the more basic strategies on this map.)
- The Little Girls Room
- The Dentist Room
- The Conference Room
- The Little Girls Room (Bloody Version)
(FYI: There is another Electro-shock trap in the hallway connecting the Theater and the Lobby, good stuff for running one of the more basic strategies on this map.)
Kino Der Toten map overview Part 6: The Theater Floor
Okay you've come this far. Well, this is where things start getting hairy so watch your back at all times and if you are playing with a team make sure to communicate. I know you've been itching to throw that power switch like a mad scientist from some B horror movie, go ahead and see what lies in store as we descend into the theater floor.
As you turn on the power the theater curtain opens and the building begins to shake. The power causes some good things and some bad things. Lets start with the good.
The Good:
The Good:
- Access to Perks
- Access to the Teleporter
- Ability to use Electro-shock traps and Fire Pit
- Turrets are now online
- Pack-a-Punch
- Zombies can now crawl in from the ceilings in many different parts of the map
- Nova gas zombies which emit a cloud of toxic gas when killed (these are crawlers and a pain, so watch out)
Kino Der Toten map overview Part 5: The Stage
As you exit that terrible room you will enter a fairly spacious room with good room to maneuver, a few barricades, some good off the wall purchases, another door, and the long awaited POWER SWITCH.
WAIT! Don't throw that switch just yet, we have some very unique opportunities in this room that can only be accomplished while the power is off. First off as you enter you will see a barricade directly to your right. A little farther down this wall and you will have reached the next mystery box spawn. Even farther down this wall (yes this room is pretty big....) you will reach the Claymores on the wall for 1000pts. These are considered equipment so you can have them no matter what, you get two and the start of each round and they are very useful for watching your back at lower rounds. Past the Claymores is another barricade, directly across from this is the power switch and an M16 for 1200pts, a three round burst assault rifle with good damage and accuracy. to the right of the power and M16 is a door for 1250pts, but we will be coming through the other side of it once we turn on the power so stick around because there's more on the way.
WAIT! Don't throw that switch just yet, we have some very unique opportunities in this room that can only be accomplished while the power is off. First off as you enter you will see a barricade directly to your right. A little farther down this wall and you will have reached the next mystery box spawn. Even farther down this wall (yes this room is pretty big....) you will reach the Claymores on the wall for 1000pts. These are considered equipment so you can have them no matter what, you get two and the start of each round and they are very useful for watching your back at lower rounds. Past the Claymores is another barricade, directly across from this is the power switch and an M16 for 1200pts, a three round burst assault rifle with good damage and accuracy. to the right of the power and M16 is a door for 1250pts, but we will be coming through the other side of it once we turn on the power so stick around because there's more on the way.
Kino Der Toten map overview Part 4: The Dressing Room
First may I say what the hell Treyarc? This is by far the worst spot in this map (there are some close runners up though). All I can say is do NOT stay in here for extended periods of time. You've been warned...
As you enter this room you will immediately understand why I despise this area so much. It is small and somewhat confusing if you get turned around. Directly in front of you as you enter is the next mystery box spawn point. It is in a bad position and it is a very bad idea to hit unless you know you are 100% safe from being attacked. Directly across from the box is a barricade (yet again bad positioning, see?) Directly above the box is yet another spawn. (Really Treyarc? C'mon man.) Although they drop in on the other side of the wall it is still a bad place for zombies to be falling on top of you at. To the left as you come in is yet another barricade....do you understand yet? There is an MP5K in this room on the wall for 1000pts. It is an SMG with decent damage and accuracy but it is in such a terrible position that it is almost impossible to get to mid-round if your in desperate need of ammo. This gun just isn't really worth it. There are NO plus sides to this room except for maybe the Electro-shock barrier that protects the doorway out, yet again there are two switches that are on each side of the trap and they both cost 1000pts to activate. The next door is 1250pts again and will take you into the main portion of the map so stay tuned.
(Protip: This room sucks. Plain and simple. It is too small a place with too many zombie spawns. This is not a place to camp at all. This is a room to get into and get out of. The only reason you should be in here is if the box is here and you have ONE zombie left, he is a crawler, AND there is someone watching him AND your back at ALL times.)
Kino Der Toten map overview Part 3: The Foyer
The Foyer is one of my favorite rooms to hold down for quite a few rounds, it features plenty of room to run around, fantastic guns for off the wall buys, as well as a perk and turret for when you get the power on.
As you open the door you will head down some stairs and enter the Foyer, this doorway is a must watch spot if you plan on staying for any period of time. To the left you will see a Stakeout on the wall, this Shotgun costs 1500pts but is a good gun for laying down the zombies until at least round thirteen or fourteen. To the right of the stakeout is a zombie spawn point. Heading down the stairs into the main portion of the room you will see an MPL on the wall right next to another spawn point for the zombies, also at 1500pts this SMG is great for point whoring, its such a great tool for that, people have started calling it the "point vacuum". To the left of this gun and barricade is the next Mystery Box spawn point. In the center of the room there is a group of tables with a turret on top of them that costs 1500pts but contributes a lot to killing the hordes of zombies coming, especially when things get tight. (Protip: The turrets WILL cause damage to you if you get in the path of their bullets, not sure why seeing as its kind of a dumb concept but its whatever I guess.) On the back wall directly below where you entered this room is your second Perk Machine, this is Speed Cola, costing 3000pts but worth every point you spend on it. It provides you with faster reloads much like slight of hand in multiplayer and is a must have for later rounds when your constantly in clutch time. To the left of the Speed Cola machine is the last zombie barricade in this room. Across from this barricade and the perk machine is the door out, it costs 1250pts, and takes you to the next room in your continuing zombie adventure.
Kino Der Toten map overview Part 2: The Upstairs (AKA The Balcony)
The Balcony is the room through the door at the top of the stairs, I am going counterclockwise because this is the way I take when I play Kino and in my opinion it is a much safer route to take.
As you enter the Balcony a few key points should be noted. Directly in front of you is the next Mystery Box spawn point. To your left on the wall is the PM63 it is an SMG and costs 1000pts. Also to the left is an opening that will take you out to the balcony, this is a very bad place to be on any round that is not dogs, zombies spawn from the other side of the wall here and you will easily get swarmed in seconds. To the right as you enter this room you will see two doorways so to speak, the doorway to the right is a very narrow and short hallway with a zombie spawn point at the end, this is also a very bad place to hang out seeing as you have no room to maneuver. The one to the left, that is on the same wall as the mystery box spawn point, takes you to the other half of this room and has an Electro-shock Barrier (power must be activated to use any traps), there are two switches to activate this, one on each side of the hallway and each costing 1000pts. Heading into the other half of this room you will be in a square room with limited space to move unless you like running around in a circle forever (trust me it is not as fun as I make it seem). There are two zombie spawn points in this room, they can drop in from the ceiling directly to the left of the doorway as you enter this portion of the room as well as come through a barrier right across from the doorway. On the left wall there is a door to buy for 1000pts and leading us into the next portion of this overview. (Protip: DO NOT linger in this room, either open this to get to the gun and remain in the Lobby or buy your way into the next room as SOON as possible. This is a bad place to get stuck and stops many zombie adventures short.)
Get the ball rolling: Kino Der Toten map overview Part 1: The Lobby
Kino der Toten is the first map featured in Black ops and the only map available right out of the box. The map takes place in an abandoned cinema/theater. The map introduces some new components to Zombies, including Crawlers and the Fire Pit, a trap as cool as it sounds but we will get to more on that in my post about the Lower Hall. There is a new Wonder Weapon that I will Showcase in my upcoming blog featuring all weapons for Kino as well as their Pack-a-Punched counter parts and the pros and cons of each. Tank, Nikolai, Takeo, and Richtofen, the cast of Shi No Numa and Der Reise, also return to the fight.
(Map provided for quick visual aid)
As you spawn in you will see the Quick Revive Machine to your right, a MUST HAVE perk in solo and very nice to have in team play. (in solo mode this is available without the power activated and costs 500pts, after three purchases of quick revive (in solo only) the machine will disappear much like the mystery box and you will not be able to purchase that perk again so use it wisely, in team play the power must be activated and it costs 1500pts.) In solo mode the Quick Revive perk will give you dual wielded pistols that shoot grenades as well as reviving you after about ten seconds of being downed, in team play it gives you almost instant revives when picking up a fallen teammate but does not grant you the self revive as in solo mode so be careful. There are four windows to man in this room, right behind you as you spawn in, to your left as you spawn in, up the left staircase and to your left, as well as under the right staircase. There are two doors available to buy, under the left staircase and up the right staircase and to the right, both costing 750pts. You have access to two weapons off the wall right off the bat at 500pts each, the Olympia (a double barreled shotgun) and the M14 (a single shot assault rifle). Both are decent for the early rounds if you run out of ammo or just don't feel confident in your knifing/pistol capabilities. In this room as well you will see a glowing pad on the floor, remember this because there is more on it later. In this room you can generally stay put until round five or the first dog round whichever you decide, but I do not suggest staying here for any longer than that seeing as the lack of useful guns and having no access to perks. At the top of the stairs, in the middle of the balcony, is a mystery box spawn point. Initially you will probably see a teddy bear sitting on some cardboard boxes as I have yet to see it spawn there right into the game. The Mystery Box costs 950pts and provides you with a random weapon each time you use it. You usually will be able to get anywhere from five to eight uses before it disappears and respawns at another location in the map (not 100% accurate because I have personally seen it take almost fifteen uses before respawning) . Here is where you will get your best weapons that you will stick with into the higher rounds. Directly across from the Mystery Box spawn point you will see a sign on the wall with a map of the level and the box spawn points indicated by light bulbs. This appears above all the mystery box spawns in the map so you always know where your beloved box is. At first this may seem useless but once you turn on the power the corresponding light bulb glows bright green indicating where the box is at any given time which gives you a huge advantage when trying to locate the box quickly in between rounds or just trying to find it without having to open every door in the map. That's it for part one of my Kino overview, stay tuned for more soon.
(Map provided for quick visual aid)
As you spawn in you will see the Quick Revive Machine to your right, a MUST HAVE perk in solo and very nice to have in team play. (in solo mode this is available without the power activated and costs 500pts, after three purchases of quick revive (in solo only) the machine will disappear much like the mystery box and you will not be able to purchase that perk again so use it wisely, in team play the power must be activated and it costs 1500pts.) In solo mode the Quick Revive perk will give you dual wielded pistols that shoot grenades as well as reviving you after about ten seconds of being downed, in team play it gives you almost instant revives when picking up a fallen teammate but does not grant you the self revive as in solo mode so be careful. There are four windows to man in this room, right behind you as you spawn in, to your left as you spawn in, up the left staircase and to your left, as well as under the right staircase. There are two doors available to buy, under the left staircase and up the right staircase and to the right, both costing 750pts. You have access to two weapons off the wall right off the bat at 500pts each, the Olympia (a double barreled shotgun) and the M14 (a single shot assault rifle). Both are decent for the early rounds if you run out of ammo or just don't feel confident in your knifing/pistol capabilities. In this room as well you will see a glowing pad on the floor, remember this because there is more on it later. In this room you can generally stay put until round five or the first dog round whichever you decide, but I do not suggest staying here for any longer than that seeing as the lack of useful guns and having no access to perks. At the top of the stairs, in the middle of the balcony, is a mystery box spawn point. Initially you will probably see a teddy bear sitting on some cardboard boxes as I have yet to see it spawn there right into the game. The Mystery Box costs 950pts and provides you with a random weapon each time you use it. You usually will be able to get anywhere from five to eight uses before it disappears and respawns at another location in the map (not 100% accurate because I have personally seen it take almost fifteen uses before respawning) . Here is where you will get your best weapons that you will stick with into the higher rounds. Directly across from the Mystery Box spawn point you will see a sign on the wall with a map of the level and the box spawn points indicated by light bulbs. This appears above all the mystery box spawns in the map so you always know where your beloved box is. At first this may seem useless but once you turn on the power the corresponding light bulb glows bright green indicating where the box is at any given time which gives you a huge advantage when trying to locate the box quickly in between rounds or just trying to find it without having to open every door in the map. That's it for part one of my Kino overview, stay tuned for more soon.
Starting off Right
Hey guys it's gamestrats here just giving you a little whats what about this blog. First off As of now I am only doing Black Ops, if you would like to see something on another Call of Duty game then let me know and i will do what I can to get it up as fast as possible for you. Basically I will be giving out all sorts of information on the game to get you to the high levels and rounds and to help you explore and just have the most fun you can have while playing the game. I will give glitches weather they are patched or not so please no comments saying patched and etc. because I do know this and will inform you if it is patched or not. Those are there just to know or if you happen to have an unpatched version of the game for whatever reason be it never connected to Xbox Live, PSN, etc. Let me know what you think and the first posts are on their way. I hope you enjoy.
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